Make only the right warfactory infiltratable. don't break the game if a player manages without infiltration.
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@@ -240,6 +240,10 @@ InitTriggers = function()
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end)
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end)
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Trigger.OnInfiltrated(Prison, function()
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Trigger.OnInfiltrated(Prison, function()
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if not greece.IsObjectiveCompleted(infWarfactory) then
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Media.DisplayMessage("Good work! But next time skip the heroics!", "Battlefield Control")
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greece.MarkCompletedObjective(infWarfactory)
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end
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Trigger.ClearAll(Spy)
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Trigger.ClearAll(Spy)
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Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
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Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
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end)
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end)
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@@ -1399,7 +1399,7 @@ Actors:
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Prison: miss
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Prison: miss
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Location: 25,106
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Location: 25,106
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Owner: USSR
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Owner: USSR
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Warfactory: weap
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Warfactory: weap.infiltratable
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Location: 43,50
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Location: 43,50
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Owner: USSR
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Owner: USSR
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Warfactory2: weap
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Warfactory2: weap
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@@ -82,7 +82,16 @@ SPY:
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WEAP:
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WEAP:
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-InfiltrateForSupportPower:
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-InfiltrateForSupportPower:
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Targetable:
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Targetable:
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TargetTypes: Ground, C4, DetonateAttack, Structure
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WEAP.infiltratable:
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Inherits: WEAP
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Buildable:
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Prerequisites: ~disabled
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Targetable@Spy:
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TargetTypes: Ground, C4, DetonateAttack, Structure, Mission Objectives
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TargetTypes: Ground, C4, DetonateAttack, Structure, Mission Objectives
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RenderSprites:
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Image: WEAP
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MISS:
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MISS:
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Tooltip:
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Tooltip:
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