Port the Co-Op Allies04 map to Lua.
This commit is contained in:
@@ -73,6 +73,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Red Alert Lua scripts", "Re
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mods\ra\maps\fort-lonestar\fort-lonestar-AI.lua = mods\ra\maps\fort-lonestar\fort-lonestar-AI.lua
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mods\ra\maps\fort-lonestar\fort-lonestar.lua = mods\ra\maps\fort-lonestar\fort-lonestar.lua
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mods\ra\maps\intervention\intervention.lua = mods\ra\maps\intervention\intervention.lua
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mods\ra\maps\infiltration\infiltration.lua = mods\ra\maps\infiltration\infiltration.lua
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mods\ra\maps\monster-tank-madness\monster-tank-madness.lua = mods\ra\maps\monster-tank-madness\monster-tank-madness.lua
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mods\ra\maps\evacuation\evacuation.lua = mods\ra\maps\evacuation\evacuation.lua
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mods\ra\maps\exodus\exodus.lua = mods\ra\maps\exodus\exodus.lua
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383
mods/ra/maps/infiltration/infiltration.lua
Normal file
383
mods/ra/maps/infiltration/infiltration.lua
Normal file
@@ -0,0 +1,383 @@
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Difficulty = Map.LobbyOption("difficulty")
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if Difficulty == "hard" then
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TimerTicks = DateTime.Minutes(25)
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elseif Difficulty == "normal" then
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TimerTicks = DateTime.Minutes(28)
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else
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TimerTicks = DateTime.Minutes(31)
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end
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Announcements =
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{
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{ speech = "TwentyMinutesRemaining", delay = DateTime.Minutes(20) },
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{ speech = "TenMinutesRemaining", delay = DateTime.Minutes(10) },
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{ speech = "WarningFiveMinutesRemaining", delay = DateTime.Minutes(5) },
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{ speech = "WarningFourMinutesRemaining", delay = DateTime.Minutes(4) },
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{ speech = "WarningThreeMinutesRemaining", delay = DateTime.Minutes(3) },
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{ speech = "WarningTwoMinutesRemaining", delay = DateTime.Minutes(2) },
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{ speech = "WarningOneMinuteRemaining", delay = DateTime.Minutes(1) }
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}
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TownAttackers = { TownAttacker1, TownAttacker2, TownAttacker3, TownAttacker4, TownAttacker5, TownAttacker6, TownAttacker7 }
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PatrolPoints1 = { PatrolPoint11.Location, PatrolPoint12.Location, PatrolPoint13.Location, PatrolPoint14.Location, PatrolPoint15.Location }
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PatrolPoints2 = { PatrolPoint21.Location, PatrolPoint22.Location, PatrolPoint23.Location, PatrolPoint24.Location, PatrolPoint25.Location }
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PatrolPoints3 = { PatrolPoint31.Location, PatrolPoint32.Location, PatrolPoint33.Location, PatrolPoint34.Location }
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PatrolPoints4 = { PatrolPoint41.Location, PatrolPoint42.Location, PatrolPoint43.Location, PatrolPoint44.Location, PatrolPoint45.Location }
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Patrol1 = { "e1", "e1", "e1", "e1", "e1" }
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Patrol2 = { "e1", "dog.patrol", "dog.patrol" }
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Patrol3 = { "e1", "e1", "dog.patrol" }
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TransportType = "lst.unselectable.unloadonly"
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SecureLabFailed = function()
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Utils.Do(humans, function(player)
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if player then
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player.MarkFailedObjective(secureLab)
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end
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end)
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end
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timerStarted = false
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StartTimer = function()
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Utils.Do(humans, function(player)
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if player.IsLocalPlayer then
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TimerColor = player.Color
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end
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end)
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CountDownTimerAnnouncements()
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ticked = TimerTicks
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timerStarted = true
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Utils.Do(humans, function(player)
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Media.PlaySpeechNotification(player, "TimerStarted")
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end)
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end)
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end
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CountDownTimerAnnouncements = function()
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for i = #Announcements, 1, -1 do
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local delay = TimerTicks - Announcements[i].delay
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Trigger.AfterDelay(delay, function()
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if not labSecured then
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Utils.Do(humans, function(player)
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Media.PlaySpeechNotification(player, Announcements[i].speech)
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end)
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end
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end)
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end
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end
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reinforcementsHaveArrived = false
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LabInfiltrated = function()
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Utils.Do(humans, function(player)
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if player then
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secureLab = player.AddPrimaryObjective("Eliminate all units guarding the lab.")
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destroyBase = player.AddPrimaryObjective("Destroy the soviet installation.")
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player.MarkCompletedObjective(infiltrateLab)
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Trigger.ClearAll(Lab)
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Trigger.AfterDelay(0, function()
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Trigger.OnKilled(Lab, SecureLabFailed)
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end)
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end
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end)
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Camera.Position = ReinforcementsUnloadPoint.CenterPosition
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local entryPath = { ReinforcementsEntryPoint.Location, ReinforcementsUnloadPoint.Location }
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local exit = { ReinforcementsEntryPoint.Location }
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mcvActors = { "mcv" }
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if player2 then
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mcvActors = { "mcv", "mcv" }
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end
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local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, mcvActors, entryPath, exit)
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local mcvs = reinforcements[2]
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Trigger.OnAddedToWorld(mcvs[1], function(mcvUnloaded)
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-- Don't call this twice (because of the owner change)
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if mcvUnloaded.Owner == player1 then
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return
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end
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mcvUnloaded.Owner = player1
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if not player2 then
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player1.Cash = 5000
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end
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Media.PlaySpeechNotification(player, "AlliedReinforcementsSouth")
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StartTimer()
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HijackTruck.Destroy()
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reinforcementsHaveArrived = true
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end)
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if player2 then
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Trigger.OnAddedToWorld(mcvs[2], function(mcvUnloaded)
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-- Don't call this twice (because of the owner change)
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if mcvUnloaded.Owner == player2 then
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return
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end
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mcvUnloaded.Owner = player2
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player1.Cash = 2500
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player2.Cash = 2500
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end)
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end
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Utils.Do(humans, function(player)
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for i = 0, 2 do
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Media.PlaySoundNotification(player, "AlertBuzzer")
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end)
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end
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end)
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local attackPoint = BridgeAttackPoint.CenterPosition
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local radius = WDist.FromCells(5)
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local bridge = Map.ActorsInCircle(attackPoint, radius, function(actor)
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return actor.Type == "br3"
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end)[1]
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BridgeTank.Attack(bridge, true, true)
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end
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InfiltrateLabFailed = function()
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Utils.Do(humans, function(player)
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if player then
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player.MarkFailedObjective(infiltrateLab)
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end
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end)
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end
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ChangeOwnerOnAddedToWorld = function(actor, newOwner)
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Trigger.OnAddedToWorld(actor, function(unloadedActor)
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unloadedActor.Owner = newOwner
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Trigger.Clear(unloadedActor, "OnAddedToWorld")
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end)
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end
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InsertSpies = function()
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Utils.Do(humans, function(player)
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if player then
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infiltrateLab = player.AddPrimaryObjective("Get our spy into the laboratory undetected.")
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end
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end)
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Trigger.OnKilled(Lab, function()
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if not player1.IsObjectiveCompleted(infiltrateLab) then
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InfiltrateLabFailed()
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end
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end)
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-- The delay isn't purely cosmetic, but also prevents a System.InvalidOperationException
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-- "Collection was modified after the enumerator was instantiated." in tick_activities
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local infiltrationCount = 0
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Trigger.OnInfiltrated(Lab, function()
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infiltrationCount = infiltrationCount + 1
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if (player2 and infiltrationCount == 2) or not player2 then
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Trigger.AfterDelay(DateTime.Seconds(3), LabInfiltrated)
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end
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end)
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spyActors = { "spy.strong" }
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if player2 then
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spyActors = { "spy.strong", "spy.strong" }
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end
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local entryPath = { SpyReinforcementsEntryPoint.Location, SpyReinforcementsUnloadPoint.Location }
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local exit = { SpyReinforcementsExitPoint.Location }
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local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, spyActors, entryPath, exit)
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local transport = reinforcements[1]
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Camera.Position = transport.CenterPosition
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spies = reinforcements[2]
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Trigger.OnAnyKilled(spies, InfiltrateLabFailed)
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ChangeOwnerOnAddedToWorld(spies[1], player1)
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if player2 then
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ChangeOwnerOnAddedToWorld(spies[2], player2)
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end
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end
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IdleHunt = function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end
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StopHunt = function(unit)
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if not unit.IsDead then
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Trigger.Clear(unit, "OnIdle")
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end
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end
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AttackTown = function()
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Utils.Do(TownAttackers, IdleHunt)
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Trigger.OnRemovedFromWorld(Hospital, function()
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Utils.Do(TownAttackers, StopHunt)
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end)
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end
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CapOre = function(player)
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if player.Resources > player.ResourceCapacity * 0.9 then
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player.Resources = player.ResourceCapacity * 0.8
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end
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end
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NewPatrol = function(actorType, start, waypoints)
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local guard = Actor.Create(actorType, true, { Owner = soviets, Location = start })
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guard.Patrol(waypoints, true, Utils.RandomInteger(50, 75))
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end
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SetupPatrols = function()
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Utils.Do(Patrol1, function(patrol1) NewPatrol(patrol1, PatrolPoints1[1], PatrolPoints1) end)
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Utils.Do(Patrol2, function(patrol2) NewPatrol(patrol2, PatrolPoints1[3], PatrolPoints1) end)
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Utils.Do(Patrol2, function(patrol3) NewPatrol(patrol3, PatrolPoints3[1], PatrolPoints3) end)
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Utils.Do(Patrol2, function(patrol4) NewPatrol(patrol4, PatrolPoints4[1], PatrolPoints4) end)
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if Difficulty == "hard" then
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Utils.Do(Patrol3, function(patrol5) NewPatrol(patrol5, PatrolPoints2[1], PatrolPoints2) end)
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end
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local checkpoint = { BaseGuardTruckPos.Location }
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Trigger.OnEnteredFootprint(checkpoint, function(a, id)
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Trigger.RemoveFootprintTrigger(id)
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if not BaseGuard.IsDead then
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BaseGuard.ScriptedMove(BaseGuardMovePos.Location)
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end
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end)
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end
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ticked = 0
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SecureLabTimer = function()
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if not timerStarted or labSecured then
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return
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end
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if ticked > 0 then
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UserInterface.SetMissionText("Secure lab in: " .. Utils.FormatTime(ticked), TimerColor)
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ticked = ticked - 1
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elseif ticked <= 0 then
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TimerColor = soviets.Color
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UserInterface.SetMissionText("The Soviet research laboratory was not secured in time.", TimerColor)
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SecureLabFailed()
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end
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end
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SovietBaseMaintenanceSetup = function()
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local sovietbuildings = Utils.Where(Map.NamedActors, function(a)
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return a.Owner == soviets
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and a.HasProperty("StartBuildingRepairs") and a.HasProperty("Sell")
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end)
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-- This includes killed, captured (actor is temporarily removed) and sold.
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Trigger.OnAllRemovedFromWorld(sovietbuildings, function()
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Utils.Do(humans, function(player)
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player.MarkCompletedObjective(destroyBase)
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end)
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end)
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Utils.Do(sovietbuildings, function(sovietbuilding)
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Trigger.OnDamaged(sovietbuilding, function(building)
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if building.Owner ~= soviets then
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return
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end
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if building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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if building.Health < building.MaxHealth * 1/4 then
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building.Sell()
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end
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end)
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end)
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end
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CheckPlayerDefeat = function()
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if not reinforcementsHaveArrived then
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return
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end
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Utils.Do(humans, function(player)
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if player.HasNoRequiredUnits() then
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player.MarkFailedObjective(destroyBase)
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end
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end)
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end
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labSecured = false
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CheckLabSecured = function()
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if not reinforcementsHaveArrived or labSecured then
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return
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end
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if player1.HasNoRequiredUnits() or (player2 and player2.HasNoRequiredUnits()) then
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Utils.Do(humans, function(player)
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player.MarkFailedObjective(secureLab)
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end)
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end
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local radius = WDist.FromCells(10)
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local labGuards = Utils.Where(Map.ActorsInCircle(LabWaypoint.CenterPosition, radius), function(a)
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return a.Owner == soviets and a.HasProperty("Move")
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end)
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if #labGuards < 1 then
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labSecured = true
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Utils.Do(humans, function(player)
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player.MarkCompletedObjective(secureLab)
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end)
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UserInterface.SetMissionText("")
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end
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end
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Tick = function()
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CapOre(soviets)
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SecureLabTimer()
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CheckLabSecured()
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CheckPlayerDefeat()
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end
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WorldLoaded = function()
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allies = Player.GetPlayer("Allies")
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neutral = Player.GetPlayer("Neutral")
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creeps = Player.GetPlayer("Creeps")
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soviets = Player.GetPlayer("Soviets")
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player1 = Player.GetPlayer("Allies1")
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player2 = Player.GetPlayer("Allies2")
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humans = { player1, player2 }
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Utils.Do(humans, function(player)
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if player and player.IsLocalPlayer then
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Trigger.OnObjectiveAdded(player, function(p, id)
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local objectiveType = string.lower(p.GetObjectiveType(id))
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. objectiveType .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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end
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end)
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InsertSpies()
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AttackTown()
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SetupPatrols()
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SovietBaseMaintenanceSetup()
|
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end
|
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BIN
mods/ra/maps/infiltration/map.bin
Normal file
BIN
mods/ra/maps/infiltration/map.bin
Normal file
Binary file not shown.
BIN
mods/ra/maps/infiltration/map.png
Normal file
BIN
mods/ra/maps/infiltration/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
1788
mods/ra/maps/infiltration/map.yaml
Normal file
1788
mods/ra/maps/infiltration/map.yaml
Normal file
File diff suppressed because it is too large
Load Diff
228
mods/ra/maps/infiltration/rules.yaml
Normal file
228
mods/ra/maps/infiltration/rules.yaml
Normal file
@@ -0,0 +1,228 @@
|
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World:
|
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GlobalLightingPaletteEffect@HAZE:
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Red: 1
|
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Green: 0.55
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Blue: 0
|
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MissionData:
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Briefing: The Soviets are currently developing a new weapon system at a secret research laboratory. This is a reconnaissance mission. Do not engage until we know what we are up against and wait for reinforcements. Our civilian contacts reported a heavily guarded installation under ruthless command.
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LuaScript:
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Scripts: infiltration.lua
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ScriptLobbyDropdown@difficulty:
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ID: difficulty
|
||||
Label: Difficulty
|
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Values:
|
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easy: Easy
|
||||
normal: Normal
|
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hard: Hard
|
||||
Default: normal
|
||||
|
||||
^Palettes:
|
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FixedColorPalette@SovietTruk:
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Base: player
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Name: truk-soviets
|
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RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
|
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Color: FE1100
|
||||
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MISS:
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AutoTargetIgnore:
|
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Targetable:
|
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TargetTypes: Ground, C4, DetonateAttack, Structure, MissionObjective
|
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|
||||
LST.Unselectable.UnloadOnly:
|
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Inherits: LST
|
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-Selectable:
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RenderSprites:
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Image: LST
|
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Buildable:
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Prerequisites: ~disabled
|
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Cargo:
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MaxWeight: 0
|
||||
PipCount: 0
|
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AutoTargetIgnore:
|
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|
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SPY.Strong:
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Inherits: SPY
|
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Buildable:
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Prerequisites: ~disabled
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RenderSprites:
|
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Image: SPY
|
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Health:
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HP: 100
|
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RevealsShroud:
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Range: 6c0
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Infiltrates:
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Types: MissionObjective
|
||||
ExternalCaptures:
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CaptureTypes: MissionObjective
|
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EditorOnlyTooltip:
|
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Description: RenderDebugState.OnOwnerChange will crash
|
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-RenderDebugState:
|
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Passenger:
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GrantUpgrades: mobile
|
||||
|
||||
DOG.Patrol:
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Inherits: DOG
|
||||
Buildable:
|
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Prerequisites: ~disabled
|
||||
Mobile:
|
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Speed: 56
|
||||
RenderSprites:
|
||||
Image: DOG
|
||||
|
||||
TRUK.Hijackable:
|
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Inherits: TRUK
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
Mobile:
|
||||
UpgradeTypes: mobile
|
||||
UpgradeMinEnabledLevel: 1
|
||||
Cargo:
|
||||
Types: Infantry
|
||||
MaxWeight: 5
|
||||
PipCount: 5
|
||||
AutoTargetIgnore:
|
||||
-Huntable:
|
||||
ExternalCapturable:
|
||||
Type: MissionObjective
|
||||
CaptureCompleteTime: 1
|
||||
-SupplyTruck:
|
||||
RenderSprites:
|
||||
Image: TRUK
|
||||
Palette: truk-soviets
|
||||
RevealsShroud:
|
||||
Range: 6c0
|
||||
Voiced:
|
||||
VoiceSet: SpyVoice
|
||||
|
||||
E7:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TRAN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
BARR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MIG:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HELI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SS:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
AutoTarget:
|
||||
InitialStanceAI: Defend
|
||||
|
||||
ARTY:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
AGUN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSUB:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
CA:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSLO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SPEN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
IRON:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
PDOX:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TSLA:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTUR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
AFLD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ATEK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
STEK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
4TNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
EditorOnlyTooltip:
|
||||
Description: RenderDebugState.OnOwnerChange will crash
|
||||
-RenderDebugState:
|
||||
|
||||
APC:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MNLY.AP:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MNLY.AT:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
CTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MGG:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MRJ:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
GAP:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
Reference in New Issue
Block a user