Fix map previews and order in TD
This commit is contained in:
Binary file not shown.
@@ -10,7 +10,7 @@ Tileset: DESERT
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MapSize: 64,64
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Bounds: 3,23,36,26
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Bounds: 27,34,36,26
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Visibility: MissionSelector
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@@ -23,7 +23,6 @@ Players:
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Name: GDI
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Faction: gdi
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Color: F5D378
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Allies: GDI
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Enemies: Nod
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Bot: campaign
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PlayerReference@Nod:
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@@ -46,192 +45,154 @@ Players:
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Actors:
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Actor0: t08
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Location: 34,38
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Location: 30,52
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Owner: Neutral
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Actor1: t18
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Location: 34,36
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Location: 34,52
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Owner: Neutral
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Actor2: t08
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Location: 25,31
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Location: 57,47
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Owner: Neutral
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Actor3: t08
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Location: 26,31
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Location: 38,59
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Owner: Neutral
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Actor4: t08
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Location: 21,40
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Actor4: silo
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Location: 33,40
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Owner: GDI
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Actor9: silo
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Location: 32,42
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Owner: GDI
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Actor10: jeep
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Location: 30,46
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Owner: GDI
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Facing: 512
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Actor11: jeep
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Location: 31,35
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Owner: GDI
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Facing: 256
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Actor17: e1
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Location: 34,56
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Owner: GDI
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SubCell: 3
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Actor18: e1
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Location: 43,35
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Owner: GDI
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SubCell: 3
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Actor19: e1
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Location: 43,36
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Owner: GDI
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SubCell: 3
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Actor31: e1
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Location: 47,53
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Owner: GDI
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SubCell: 4
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Actor32: e1
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Location: 49,54
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Owner: GDI
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Facing: 896
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SubCell: 1
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Actor35: e1
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Location: 34,57
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Owner: GDI
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Facing: 256
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SubCell: 1
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waypoint27: waypoint
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Location: 27,51
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Owner: Neutral
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Actor5: t08
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Location: 3,24
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waypoint26: waypoint
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Location: 49,35
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Owner: Neutral
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Actor6: t08
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Location: 3,42
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waypoint10: waypoint
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Location: 30,44
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Owner: Neutral
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Actor7: t08
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Location: 4,42
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waypoint9: waypoint
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Location: 55,40
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Owner: Neutral
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Actor8: t08
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Location: 6,48
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waypoint8: waypoint
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Location: 48,41
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Owner: Neutral
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Actor9: t08
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Location: 16,43
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waypoint7: waypoint
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Location: 60,58
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Owner: Neutral
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Actor10: t08
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Location: 26,48
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waypoint6: waypoint
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Location: 61,47
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Owner: Neutral
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Actor11: t08
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Location: 13,27
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waypoint5: waypoint
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Location: 48,55
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Owner: Neutral
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Actor12: t08
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Location: 6,40
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waypoint4: waypoint
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Location: 41,51
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Owner: Neutral
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Actor13: rock1
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Location: 22,32
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waypoint3: waypoint
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Location: 28,36
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Owner: Neutral
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Actor20: jeep
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Location: 5,24
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waypoint2: waypoint
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Location: 28,51
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Owner: Neutral
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waypoint1: waypoint
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Location: 40,43
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Owner: Neutral
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waypoint0: waypoint
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Location: 40,35
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Owner: Neutral
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Refinery: proc
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Location: 30,38
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Owner: GDI
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Barracks: pyle
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Location: 34,43
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Owner: GDI
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Powerplant: nuke
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Location: 35,40
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Owner: GDI
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Yard: fact
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Location: 33,37
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Owner: GDI
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Guard1: e1
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Location: 42,39
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Owner: GDI
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Facing: 256
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SubCell: 0
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Guard2: e1
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Location: 38,38
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Owner: GDI
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Facing: 256
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SubCell: 2
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Guard3: e1
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Location: 35,49
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Owner: GDI
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Facing: 384
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Actor21: jeep
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Location: 6,32
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Owner: GDI
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Facing: 640
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Actor22: jeep
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Location: 12,27
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Owner: GDI
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Facing: 128
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Actor28: e1
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Location: 10,24
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SubCell: 0
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Guard4: e1
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Location: 34,48
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Owner: GDI
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Facing: 384
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SubCell: 3
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Actor29: e1
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Location: 10,24
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Guard5: e1
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Location: 39,40
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Owner: GDI
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Facing: 384
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Facing: 256
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SubCell: 1
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Actor30: e1
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Location: 9,24
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Guard6: e1
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Location: 40,56
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Owner: GDI
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Facing: 384
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SubCell: 4
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Actor31: e1
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Location: 5,34
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Guard7: e1
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Location: 38,54
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Owner: GDI
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Facing: 128
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SubCell: 3
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Actor32: e1
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Location: 5,35
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Owner: GDI
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SubCell: 2
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Actor33: e1
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Location: 10,27
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Owner: GDI
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SubCell: 2
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Actor34: e1
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Location: 11,27
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Owner: GDI
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SubCell: 1
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Actor35: e1
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Location: 10,24
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Owner: GDI
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Facing: 384
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SubCell: 2
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Actor37: e1
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Location: 7,40
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Owner: GDI
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SubCell: 2
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waypoint26: waypoint
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Location: 26,41
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Owner: Neutral
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waypoint23: waypoint
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Location: 33,45
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Owner: Neutral
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waypoint21: waypoint
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Location: 32,42
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Owner: Neutral
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waypoint17: waypoint
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Location: 32,26
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Owner: Neutral
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waypoint9: waypoint
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Location: 29,47
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Owner: Neutral
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waypoint8: waypoint
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Location: 16,28
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Owner: Neutral
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waypoint7: waypoint
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Location: 23,40
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Owner: Neutral
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waypoint6: waypoint
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Location: 20,47
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Owner: Neutral
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waypoint5: waypoint
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Location: 10,44
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Owner: Neutral
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waypoint4: waypoint
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Location: 13,36
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Owner: Neutral
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waypoint3: waypoint
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Location: 36,41
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Owner: Neutral
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waypoint2: waypoint
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Location: 31,28
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Owner: Neutral
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waypoint1: waypoint
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Location: 18,25
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Owner: Neutral
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waypoint0: waypoint
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Location: 4,26
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Owner: Neutral
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Refinery: proc
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Location: 7,27
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Owner: GDI
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FreeActor: false
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Yard: fact
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Location: 10,28
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Owner: GDI
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Barracks: pyle
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Location: 7,32
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Owner: GDI
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Plant: nuke
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Location: 11,31
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Owner: GDI
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Silo1: silo
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Location: 9,31
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Owner: GDI
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Silo2: silo
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Location: 9,33
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Owner: GDI
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Guard1: e1
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Location: 8,40
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Owner: GDI
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SubCell: 1
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Guard2: e1
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Location: 37,24
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Owner: GDI
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SubCell: 3
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Guard3: e1
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Location: 36,24
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Owner: GDI
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SubCell: 2
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Guard4: e1
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Location: 27,31
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Owner: GDI
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SubCell: 1
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Harvester: harv
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Location: 5,29
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Owner: GDI
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Health: 39
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Facing: 896
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McvEntry: waypoint
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Location: 33,48
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Location: 62,43
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Owner: Neutral
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McvRally: waypoint
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Location: 33,46
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Location: 57,41
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Owner: Neutral
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UnitsEntry: waypoint
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Location: 30,48
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Location: 62,38
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Owner: Neutral
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UnitsRally: waypoint
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Location: 30,44
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Location: 56,38
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Owner: Neutral
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Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
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@@ -10,10 +10,17 @@
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NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
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NodBaseBuildings = { "hand", "fact", "nuke" }
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GDIBase = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
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GDIBase = { Refinery, Barracks, Powerplant, Yard }
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Guards = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 }
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GDIWaypoints1 = { waypoint0, waypoint1, waypoint2, waypoint3 }
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GDIWaypoints2 = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
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Atk1CellTriggerActivator = { CPos.New(45,37), CPos.New(44,37), CPos.New(45,36), CPos.New(44,36), CPos.New(45,35), CPos.New(44,35), CPos.New(45,34), CPos.New(44,34) }
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Atk4CellTriggerActivator = { CPos.New(50,47), CPos.New(49,47), CPos.New(48,47), CPos.New(47,47), CPos.New(46,47), CPos.New(45,47), CPos.New(44,47), CPos.New(43,47), CPos.New(42,47), CPos.New(41,47), CPos.New(40,47), CPos.New(39,47), CPos.New(38,47), CPos.New(37,47), CPos.New(50,46), CPos.New(49,46), CPos.New(48,46), CPos.New(47,46), CPos.New(46,46), CPos.New(45,46), CPos.New(44,46), CPos.New(43,46), CPos.New(42,46), CPos.New(41,46), CPos.New(40,46), CPos.New(39,46), CPos.New(38,46) }
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Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 }
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Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 }
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Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 }
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Atk4Waypoints = { waypoint0, waypoint8, waypoint9 }
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Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
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GetAttackers = function(amount)
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local units = GDI.GetActorsByType("e1")
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@@ -31,52 +38,59 @@ WorldLoaded = function()
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InitObjectives(Nod)
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GDIObjective = GDI.AddObjective("Kill all enemies.")
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BuildBase = Nod.AddObjective("Build a base.")
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DestroyGDI = Nod.AddObjective("Destroy all GDI units.")
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DestroyGDI = Nod.AddObjective("Destroy the GDI base.")
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GDIObjective = GDI.AddObjective("Kill all enemies.")
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Utils.Do({ Refinery, Yard }, function(actor)
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Utils.Do(Guards, function(actor)
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Trigger.OnDamaged(actor, function()
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if not Grd2TriggerSwitch then
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Grd2TriggerSwitch = true
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Utils.Do(GetAttackers(5), IdleHunt)
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if Atk3TriggerSwitch then
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return
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end
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Atk3TriggerSwitch = true
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MoveAndHunt(GetAttackers(4), Atk3Waypoints)
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(25), function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnKilled(Guard1, function()
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnKilled(Guard4, function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.OnAllKilled({ Guard2, Guard3 }, function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.OnDamaged(Harvester, function()
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if Atk5TriggerSwitch then
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return
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end
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Atk5TriggerSwitch = true
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnAllRemovedFromWorld(GDIBase, function()
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Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.AfterDelay(DateTime.Seconds(40), function()
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MoveAndHunt(GetAttackers(3), Atk2Waypoints)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function()
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MoveAndHunt(GetAttackers(3), Atk2Waypoints)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
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MoveAndHunt(GetAttackers(3), Atk3Waypoints)
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end)
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Trigger.AfterDelay(DateTime.Seconds(50), function()
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MoveAndHunt(GetAttackers(3), Atk4Waypoints)
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end)
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Trigger.AfterDelay(DateTime.Seconds(30), function()
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MoveAndHunt(GetAttackers(3), Pat1Waypoints)
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end)
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Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt(GetAttackers(5), Atk1Waypoints)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt(GetAttackers(3), Atk2Waypoints)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(0, function()
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Utils.Do(GDI.GetActorsByType("e1"), function(unit)
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RebuildUnit({ unit }, GDI, Barracks)
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@@ -89,14 +103,14 @@ WorldLoaded = function()
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(DestroyGDI)
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end
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBase) and CheckForBase(Nod, NodBaseBuildings) then
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Nod.MarkCompletedObjective(BuildBase)
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end
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@@ -1,3 +1,7 @@
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Player:
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PlayerResources:
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DefaultCash: 4000
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World:
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LuaScript:
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Scripts: campaign-global.lua, nod02b.lua
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@@ -11,9 +15,60 @@ World:
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WinVideo: airstrk.vqa
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LossVideo: deskill.vqa
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Player:
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PlayerResources:
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DefaultCash: 4000
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^Vehicle:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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RenderSprites:
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PlayerPalette: player-units
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^Tank:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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RenderSprites:
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PlayerPalette: player-units
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^Helicopter:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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RenderSprites:
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PlayerPalette: player-units
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^Infantry:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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RenderSprites:
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PlayerPalette: player-units
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^Plane:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Ship:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Building:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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^Wall:
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Tooltip:
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ShowOwnerRow: false
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^CommonHuskDefaults:
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Tooltip:
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GenericVisibility: Enemy, Ally, Neutral
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GenericStancePrefix: false
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ShowOwnerRow: false
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RenderSprites:
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PlayerPalette: player-units
|
||||
|
||||
NUK2:
|
||||
Buildable:
|
||||
@@ -74,6 +129,20 @@ MLRS:
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
RenderSprites:
|
||||
PlayerPalette: player
|
||||
|
||||
MCV.Husk:
|
||||
RenderSprites:
|
||||
PlayerPalette: player
|
||||
|
||||
HARV:
|
||||
RenderSprites:
|
||||
PlayerPalette: player
|
||||
|
||||
HARV.Husk:
|
||||
RenderSprites:
|
||||
PlayerPalette: player
|
||||
|
||||
SAM:
|
||||
Buildable:
|
||||
|
||||
Reference in New Issue
Block a user