World: LuaScript: Scripts: campaign-global.lua, nod09.lua, nod09-AI.lua MusicPlaylist: StartingMusic: march VictoryMusic: nod_win1 MissionData: Briefing: GDI is attempting to retake Egypt.\n\nUse every available resource in your efforts to stop them.\n\nThe populace has once again swayed in support of GDI forces, so show no mercy in dealing with the villagers. LossVideo: banner.vqa BriefingVideo: nod9.vqa SmudgeLayer@SCORCH: InitialSmudges: 20,55: sc2,0 16,55: sc1,0 14,55: sc5,0 9,55: sc6,0 20,54: sc5,0 16,54: sc4,0 22,53: sc3,0 8,53: sc4,0 8,52: sc3,0 12,51: sc2,0 SmudgeLayer@CRATER: InitialSmudges: 21,55: cr1,0 15,55: cr1,0 8,55: cr1,0 8,54: cr1,0 7,54: cr1,0 ScriptLobbyDropdown@difficulty: ID: difficulty Label: Difficulty Values: easy: Easy normal: Normal hard: Hard Default: easy Locked: false Player: PlayerResources: DefaultCash: 0 ^Bridge: DamageMultiplier@INVULNERABLE: Modifier: 0 BRIDGEHUT: -Targetable: NUK2: Buildable: Prerequisites: ~disabled HPAD: Buildable: Prerequisites: ~disabled BRIK: Buildable: Prerequisites: ~disabled EYE: Buildable: Prerequisites: ~disabled GUN: Buildable: Queue: Defence.Nod OBLI: Buildable: Prerequisites: ~disabled TMPL: Buildable: Prerequisites: ~disabled E2: Buildable: Prerequisites: ~pyle E5: Buildable: Prerequisites: ~disabled HTNK: Buildable: Prerequisites: ~disabled RMBO: Buildable: Prerequisites: ~disabled MCV: Buildable: Prerequisites: ~disabled MLRS: Buildable: Prerequisites: ~disabled MTNK: Buildable: Prerequisites: ~weap MSAM: Buildable: Prerequisites: ~weap HELI: Buildable: Prerequisites: ~disabled STNK: Buildable: Prerequisites: ~disabled GTWR: Buildable: Queue: Defence.GDI SBAG: Buildable: Queue: Defence.GDI, Defence.Nod HQ: AirstrikePower: Prerequisites: gdi SquadSize: 2 BOAT: Health: HP: 150000 AutoTarget: InitialStance: AttackAnything RejectsOrders: Except: Attack RevealsShroud: ValidStances: Ally, Neutral, Enemy Range: 4c0 TRAN.IN: Inherits: TRAN RejectsOrders: -Selectable: RenderSprites: Image: TRAN Buildable: Prerequisites: ~disabled Interactable: NUKEOUT.IN: Inherits: NUKE RenderSprites: Image: nuke Buildable: Prerequisites: ~disabled ProvidesPrerequisite: Prerequisite: anypower Capturable: Types: building PROCOUT.IN: Inherits: PROC RenderSprites: Image: proc Buildable: Prerequisites: ~disabled ProvidesPrerequisite: Prerequisite: proc Capturable: Types: building RMBO.easy: Inherits: RMBO Health: HP: 30000 SelfHealing: Step: 500 Delay: 10 HealIfBelow: 50 DamageCooldown: 200 RenderSprites: Image: RMBO RMBO.hard: Inherits: RMBO -AutoTarget: -AutoTargetPriority@DEFAULT: -AutoTargetPriority@ATTACKANYTHING: -AttackMove: RenderSprites: Image: RMBO