World: LuaScript: Scripts: nod08b.lua, nod08b-AI.lua MusicPlaylist: StartingMusic: linefire VictoryMusic: nod_win1 MissionData: Briefing: Since we are low on troops, you will have to make use of all available resources.\n\n Locate the abandoned GDI base in the area and restore it to operational status. Once that is done, use GDI's own weapons against them.\n\nBe sure that no GDI forces remain alive. BackgroundVideo: tiberfx.vqa BriefingVideo: nod8.vqa LossVideo: flag.vqa SmudgeLayer@SCORCH: InitialSmudges: sc2 44,57 0 sc1 40,56 0 sc5 50,55 0 sc3 45,55 0 sc2 61,43 0 sc6 58,42 0 sc4 61,41 0 sc1 55,41 0 sc5 59,39 0 sc5 53,39 0 sc4 60,9 0 sc6 58,9 0 sc2 57,8 0 sc3 54,6 0 sc2 60,5 0 sc4 55,5 0 sc6 61,4 0 sc6 55,4 0 sc1 57,3 0 SmudgeLayer@CRATER: InitialSmudges: cr1 42,56 0 cr1 49,55 0 cr1 51,52 0 cr1 41,52 0 cr1 60,43 0 cr1 59,41 0 cr1 55,40 0 cr1 49,40 0 cr1 53,36 0 cr1 55,6 0 cr1 54,5 0 Player: PlayerResources: DefaultCash: 0 CYCL: Buildable: Prerequisites: ~disabled NUK2: Buildable: Prerequisites: ~disabled HPAD: Buildable: Prerequisites: ~disabled BRIK: Buildable: Prerequisites: ~disabled EYE: Buildable: Prerequisites: ~disabled GUN: Buildable: Prerequisites: ~disabled OBLI: Buildable: Prerequisites: ~disabled TMPL: Buildable: Prerequisites: ~disabled E2: Buildable: Prerequisites: ~pyle E4: Buildable: Prerequisites: ~hand E5: Buildable: Prerequisites: ~disabled E6: -RepairsBridges: HARV: Harvester: SearchFromOrderRadius: 30 MTNK: Buildable: Prerequisites: ~weap HTNK: Buildable: Prerequisites: ~disabled HQ: AirstrikePower: Prerequisites: gdi SquadSize: 1 RMBO: Buildable: Prerequisites: ~disabled MCV: Buildable: Prerequisites: ~disabled FTNK: Buildable: Prerequisites: ~disabled MLRS: Buildable: Prerequisites: ~disabled MSAM: Buildable: Prerequisites: ~disabled ATWR: Buildable: Prerequisites: ~disabled HELI: Buildable: Prerequisites: ~disabled SBAG: Buildable: Queue: Defence.GDI, Defence.Nod GTWR: Buildable: Queue: Defence.GDI A10.IN: Inherits: A10 RenderSprites: Image: A10 Armament@BOMBS: Weapon: Napalm.in airstrike.proxy: AlwaysVisible: AirstrikePower: Icon: airstrike StartFullyCharged: True ChargeTime: 120 SquadSize: 3 QuantizedFacings: 8 Description: Air Strike LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line. EndChargeSound: airredy1.aud SelectTargetSound: select1.aud InsufficientPowerSound: nopower1.aud IncomingSound: enemya.aud UnitType: a10.in DisplayBeacon: True BeaconPoster: airstrike DisplayRadarPing: True CameraActor: camera BOAT: Health: HP: 1500 AutoTarget: InitialStance: AttackAnything RejectsOrders: Except: Attack Camera.Boat: AlwaysVisible: Mobile: TerrainSpeeds: RevealsShroud: Range: 4c0 ScriptTriggers: FACT.IN: Inherits: FACT RenderSprites: Image: FACT ProvidesPrerequisite: Prerequisite: fact CustomSellValue: Value: 12825 FACTOUT.IN: Inherits: FACT RenderSprites: Image: fact ProvidesPrerequisite: Prerequisite: fact Capturable: CaptureThreshold: 100 MoneyCrate: Inherits: ^Crate GiveCashCrateAction: Amount: 2000 UseCashTick: yes NUKEOUT.IN: Inherits: NUKE RenderSprites: Image: nuke Buildable: Prerequisites: ~disabled ProvidesPrerequisite: Prerequisite: anypower Capturable: CaptureThreshold: 100 PROCOUT.IN: Inherits: PROC RenderSprites: Image: proc Buildable: Prerequisites: ~disabled ProvidesPrerequisite: Prerequisite: proc Capturable: CaptureThreshold: 100 TRAN.IN: Inherits: TRAN RejectsOrders: -Selectable: RenderSprites: Image: TRAN Buildable: Prerequisites: ~disabled