Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked. The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality. A trait can register for multiple upgrade types which then all affect the internal level counter. IDisabledTrait for identifying (and filtering) disabled traits UpgradableTrait provides an abstract base for traits to support upgrade levels Added IDisabledTrait support to GlobalButtonOrderGenerator Includes rework by pchote with alterations.
575 lines
10 KiB
YAML
575 lines
10 KiB
YAML
MCV:
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Inherits: ^Vehicle
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Valued:
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Cost: 2000
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Tooltip:
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Name: Mobile Construction Vehicle
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Description: Deploys into another Construction Yard.\n Unarmed
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Buildable:
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BuildPaletteOrder: 100
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Vehicle.GDI, Vehicle.Nod
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Selectable:
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Priority: 4
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Mobile:
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Speed: 71
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Crushes: crate, infantry
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Health:
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HP: 750
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8c0
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Transforms:
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IntoActor: fact
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Offset: -1,-1
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Facing: 108
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TransformSounds: constru2.aud, hvydoor1.aud
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NoTransformSounds: deploy1.aud
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RenderUnit:
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MustBeDestroyed:
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BaseBuilding:
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LeavesHusk:
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HuskActor: MCV.Husk
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-GainsExperience:
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-Cloak:
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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HARV:
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Inherits: ^Tank
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Valued:
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Cost: 1000
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Tooltip:
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Name: Harvester
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GenericName: Harvester
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Description: Collects Tiberium for processing.\n Unarmed
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Buildable:
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BuildPaletteOrder: 10
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Prerequisites: proc
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Queue: Vehicle.GDI, Vehicle.Nod
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InitialActivity: FindResources
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Selectable:
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Priority: 7
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Bounds: 36,36
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Harvester:
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Resources: Tiberium, BlueTiberium
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PipCount: 7
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Capacity: 20
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LoadTicksPerBale: 12
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UnloadTicksPerBale: 6
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SearchFromProcRadius: 24
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SearchFromOrderRadius: 12
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Mobile:
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Speed: 85
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Health:
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HP: 600
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 4c0
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LeavesHusk:
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HuskActor: HARV.Husk
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-GainsExperience:
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RenderHarvester:
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Explodes:
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Weapon: TiberiumExplosion
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APC:
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Inherits: ^Tank
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Valued:
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Cost: 600
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Tooltip:
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Name: APC
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Description: Armed infantry transport. \nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry
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Buildable:
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BuildPaletteOrder: 30
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Prerequisites: pyle
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Queue: Vehicle.GDI
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Mobile:
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ROT: 8
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Speed: 128
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Health:
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HP: 200
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 7c0
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Turreted:
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ROT: 10
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Armament@PRIMARY:
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Weapon: APCGun
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Recoil: 96
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RecoilRecovery: 18
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LocalOffset: 85,85,299, 85,-85,299
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MuzzleSequence: muzzle
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Armament@SECONDARY:
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Name: secondary
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Weapon: APCGun.AA
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Recoil: 96
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RecoilRecovery: 18
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LocalOffset: 85,85,299, 85,-85,299
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MuzzleSequence: muzzle
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnit:
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WithTurret:
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AutoTarget:
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Cargo:
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Types: Infantry
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MaxWeight: 5
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PipCount: 5
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LeavesHusk:
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HuskActor: APC.Husk
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ARTY:
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Inherits: ^Tank
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Valued:
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Cost: 600
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Tooltip:
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Name: Artillery
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Description: Long-range artillery.\n Strong vs Infantry, Vehicles & Buildings
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Vehicle.Nod
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Mobile:
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ROT: 2
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Speed: 85
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Health:
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HP: 75
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8c0
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Armament:
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Weapon: ArtilleryShell
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LocalOffset: 624,0,208
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MuzzleSequence: muzzle
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AttackFrontal:
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WithMuzzleFlash:
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RenderUnit:
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Explodes:
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Weapon: UnitExplode
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EmptyWeapon: UnitExplode
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Chance: 75
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AutoTarget:
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InitialStance: Defend
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LeavesHusk:
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HuskActor: ARTY.Husk
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FTNK:
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Inherits: ^Tank
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Valued:
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Cost: 600
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Tooltip:
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Name: Flame Tank
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Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings & Vehicles\n Weak vs Tanks
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Vehicle.Nod
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Mobile:
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ROT: 7
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Speed: 99
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Health:
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HP: 270
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 5c0
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Armament:
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Weapon: BigFlamer
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LocalOffset: 512,128,42, 512,-128,42
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MuzzleSequence: muzzle
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MuzzleSplitFacings: 8
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AttackFrontal:
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RenderUnit:
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AutoTarget:
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WithMuzzleFlash:
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SplitFacings: true
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Explodes:
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Weapon: FlametankExplode
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EmptyWeapon: FlametankExplode
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LeavesHusk:
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HuskActor: FTNK.Husk
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BGGY:
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Inherits: ^Vehicle
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Valued:
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Cost: 300
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Tooltip:
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Name: Nod Buggy
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Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks
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Buildable:
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BuildPaletteOrder: 20
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Prerequisites: afld
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Queue: Vehicle.Nod
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Mobile:
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ROT: 10
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Speed: 170
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Health:
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HP: 120
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8c0
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Turreted:
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ROT: 10
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Offset: -43,0,128
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Armament:
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Weapon: MachineGun
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LocalOffset: 171,0,43
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MuzzleSequence: muzzle
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnit:
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WithTurret:
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AutoTarget:
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LeavesHusk:
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HuskActor: BGGY.Husk
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BIKE:
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Inherits: ^Vehicle
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Valued:
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Cost: 600
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Tooltip:
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Name: Recon Bike
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Description: Fast scout vehicle, armed with \nrockets. \nCan attack Aircraft.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
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Buildable:
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BuildPaletteOrder: 30
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Prerequisites: afld
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Queue: Vehicle.Nod
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Mobile:
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ROT: 10
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Speed: 213
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TerrainSpeeds:
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Clear: 70
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Rough: 35
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Road: 100
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Tiberium: 35
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BlueTiberium: 35
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Beach: 35
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Health:
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HP: 120
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8c0
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Armament:
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Weapon: BikeRockets
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LocalOffset: -128, -170, 170, -128, 170, 170
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LocalYaw: 100, -100
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AttackFrontal:
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RenderUnit:
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AutoTarget:
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LeavesHusk:
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HuskActor: BIKE.Husk
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JEEP:
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Inherits: ^Vehicle
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Valued:
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Cost: 400
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Tooltip:
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Name: Hum-Vee
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Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks
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Buildable:
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BuildPaletteOrder: 20
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Prerequisites: weap
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Queue: Vehicle.GDI
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Mobile:
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ROT: 10
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Speed: 156
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Health:
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HP: 160
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8c0
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Turreted:
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ROT: 10
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Offset: -85,0,128
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Armament:
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Weapon: MachineGun
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LocalOffset: 171,0,85
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MuzzleSequence: muzzle
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnit:
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WithTurret:
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AutoTarget:
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LeavesHusk:
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HuskActor: JEEP.Husk
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LTNK:
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Inherits: ^Tank
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Valued:
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Cost: 600
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Tooltip:
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Name: Light Tank
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Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Vehicle.Nod
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Mobile:
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ROT: 7
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Speed: 113
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Health:
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HP: 360
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 6c0
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Turreted:
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ROT: 7
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Armament:
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Weapon: 70mm
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Recoil: 85
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RecoilRecovery: 17
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LocalOffset: 720,0,90
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MuzzleSequence: muzzle
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnit:
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WithTurret:
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AutoTarget:
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LeavesHusk:
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HuskActor: LTNK.Husk
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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MTNK:
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Inherits: ^Tank
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Valued:
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Cost: 800
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Tooltip:
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Name: Medium Tank
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Description: General-Purpose GDI Tank.\n Strong vs Tanks, Vehicles\n Weak vs Infantry
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Vehicle.GDI
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Mobile:
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Speed: 85
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Health:
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HP: 450
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 6c0
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Turreted:
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ROT: 5
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Armament:
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Weapon: 120mm
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Recoil: 128
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RecoilRecovery: 26
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LocalOffset: 768,0,90
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MuzzleSequence: muzzle
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnit:
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WithTurret:
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AutoTarget:
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LeavesHusk:
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HuskActor: MTNK.Husk
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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Selectable:
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Bounds: 28,28
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HTNK:
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Inherits: ^Tank
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Valued:
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Cost: 1500
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Tooltip:
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Name: Mammoth Tank
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Description: Heavily armored GDI Tank. \nCan attack Aircraft.\n Strong vs Everything
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: eye, ~techlevel.high
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Queue: Vehicle.GDI
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Mobile:
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Crushes: wall, heavywall, crate, infantry
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Speed: 56
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ROT: 3
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Health:
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HP: 800
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 6c0
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Turreted:
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ROT: 3
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Armament@PRIMARY:
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Weapon: 120mmDual
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LocalOffset: 900,180,340, 900,-180,340
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Recoil: 170
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RecoilRecovery: 42
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MuzzleSequence: muzzle
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Armament@SECONDARY:
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Name: secondary
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Weapon: MammothMissiles
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LocalOffset: -85,384,340, -85,-384,340
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LocalYaw: -100, 100
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Recoil: 10
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MuzzleSequence: muzzle
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnit:
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WithTurret:
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AutoTarget:
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SelfHealing:
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Ticks: 10
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HealIfBelow: 50%
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DamageCooldown: 200
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LeavesHusk:
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HuskActor: HTNK.Husk
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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Selectable:
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Bounds: 34,34,0,-3
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MSAM:
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Inherits: ^Tank
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Valued:
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Cost: 1200
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Tooltip:
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Name: Rocket Launcher
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Description: Long range rocket artillery.\n Strong vs all Ground units.
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Vehicle.GDI
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Mobile:
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Speed: 85
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ROT: 4
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Health:
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HP: 120
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8c0
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Turreted:
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ROT: 255
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Offset: -256,0,128
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Armament@PRIMARY:
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Weapon: 227mm
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LocalOffset: 213,128,0, 213,-128,0
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Armament@SECONDARY:
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Weapon: 227mm
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LocalOffset: 213,-128,0, 213,128,0
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AttackFrontal:
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RenderUnit:
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WithTurret:
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AimSequence: aim
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AutoTarget:
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LeavesHusk:
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HuskActor: MSAM.Husk
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MLRS:
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Inherits: ^Tank
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Valued:
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Cost: 600
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Tooltip:
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Name: Mobile S.A.M.
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Description: Powerful anti-air unit. \nCannot attack Ground units.
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Buildable:
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BuildPaletteOrder: 70
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Vehicle.Nod
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Mobile:
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Speed: 99
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ROT: 7
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Health:
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HP: 120
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8c0
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Turreted:
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ROT: 8
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Offset: -128,0,128
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RealignDelay: 0
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Armament:
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Weapon: Patriot
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LocalOffset: 0,-171,0, 0,171,0
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AttackTurreted:
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RenderUnit:
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WithTurret:
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AimSequence: aim
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AutoTarget:
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InitialStance: Defend
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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RenderRangeCircle:
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LeavesHusk:
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HuskActor: MLRS.Husk
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STNK:
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Inherits: ^Vehicle
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Valued:
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Cost: 900
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Tooltip:
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Name: Stealth Tank
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Description: Long-range missile tank that can cloak. \nCan attack Aircraft. \nHas weak armor. Can be spotted by infantry.\n Strong vs Vehicles, Tanks\n Weak vs Infantry.
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Buildable:
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BuildPaletteOrder: 90
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Prerequisites: tmpl, ~techlevel.high
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Queue: Vehicle.Nod
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Mobile:
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ROT: 10
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Speed: 142
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Crushes: crate, infantry
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Health:
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HP: 150
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Armor:
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Type: Light
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RevealsShroud:
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Range: 7c0
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Cloak:
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-UpgradeTypes:
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InitialDelay: 90
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CloakDelay: 90
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CloakSound: trans1.aud
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UncloakSound: trans1.aud
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Armament:
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Weapon: 227mm.stnk
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LocalOffset: 213,43,128, 213,-43,128
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AttackFrontal:
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RenderUnit:
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AutoTarget:
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InitialStance: HoldFire
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TargetableUnit:
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LeavesHusk:
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HuskActor: STNK.Husk
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MHQ:
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Inherits: ^Vehicle
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Valued:
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Cost: 1000
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Tooltip:
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Name: Mobile HQ
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Description: Base of operations
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Health:
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HP: 200
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Armor:
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Type: Light
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Mobile:
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Speed: 85
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RevealsShroud:
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Range: 6c0
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RenderUnit:
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WithIdleOverlay@SPINNER:
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Sequence: spinner
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Offset: -256,0,256
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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