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- ;GLA02 Map.ini
- AIData
- StructureSeconds = 10.0 ; Ai tries to build a new structure every N seconds.
- TeamSeconds = 50.0 ; Ai tries to build a new team every N seconds.
- Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy
- Poor = 2000 ; Number of resources for the AI to consider itself poor
- StructuresWealthyRate = 2.0 ; (2=twice as fast) Rate modifier for structure building when wealthy.
- StructuresPoorRate = 0.6 ; (0.5=half as fast) Rate modifier for structures when poor.
- TeamsWealthyRate = 1.5 ; (2=twice as fast) Rate modifier for teams building when wealthy.
- TeamsPoorRate = 1.0 ; (0.5=half as fast) Rate modifier for teams when poor.
- TeamResourcesToStart = 0.80 ; (1.0=100%) Amount of resources required to start building a team.
- GuardInnerModifierAI = 0.67 ;The radius modifier to vision which a guarding (AI Controlled) unit will agressively attack
- GuardOuterModifierAI = 1.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will chase after
- ; GuardInnerModifierHuman = 0.67;The radius modifier to vision which a guarding (Human Controlled) unit will agressively attack
- ; GuardOuterModifierHuman = 1.0 ;The radius modifier to vision which a guarding (Human Controlled) unit will chase after
- GuardChaseUnitsDuration = 5000 ;The number of msec for which a guarding unit will chase attackers before giving up
- MaxRecruitRadius = 1500.0; The maximum distance a unit will be from a unit that recruits it.
- EnableRepulsors = No ; If yes, KINDOF_CAN_BE_REPULSED will run from enemies & repulsors.
- SideInfo America
- ResourceGatherersEasy = 0
- ResourceGatherersNormal = 1
- ResourceGatherersHard = 2
- BaseDefenseStructure1 = AmericaPatriotBattery
- SkillSet1
- Science = SCIENCE_SpyDrone
- Science = SCIENCE_PaladinTank
- Science = SCIENCE_Paradrop1
- End
- End
- End
- Object MogadishuMaleCivilian01
- KindOf = +SELECTABLE -CAN_BE_REPULSED
- END
- Object MogadishuMaleCivilian02
- KindOf = +SELECTABLE -CAN_BE_REPULSED
- END
- Object MogadishuMaleCivilian03
- KindOf = +SELECTABLE -CAN_BE_REPULSED
- END
- Object MogadishuFemaleCivilian01
- KindOf = +SELECTABLE -CAN_BE_REPULSED
- END
- Object MogadishuFemaleCivilian02
- KindOf = +SELECTABLE -CAN_BE_REPULSED
- END
- Object GLAInfantryAngryMobNexus
- Buildable = No
- END
- Object GLAInfantryHijacker
- Buildable = No
- END
- Object GLAVehicleRocketBuggy
- Buildable = No
- END
- Object GLAVehicleToxinTruck
- Buildable = No
- END
- Object GLAVehicleBombTruck
- Buildable = No
- END
- Object GLAVehicleScudLauncher
- Buildable = No
- END
- Object GLAScudStorm
- Buildable = No
- END
- Object GLAStingerSite
- Buildable = No
- END
- Object GLAPalace
- Buildable = No
- END
- Object GLABlackMarket
- Buildable = No
- END
- Object AmericaStrategyCenter
- Buildable = No
- END
- Object AmericaParticleCannonUplink
- Buildable = No
- END
- Object AmericaAirfield
- Buildable = No
- END
- Object AmericaSupplyDropZone
- Buildable = No
- END
- Object AmericaDetentionCamp
- Buildable = No
- END
- Object AmericaInfantryPathfinder
- Buildable = No
- END
- Object AmericaInfantryColonelBurton
- Buildable = No
- END
- Object AmericaTankPaladin
- Buildable = No
- END
- Object AmericaVehicleTomahawk
- Buildable = No
- END
- Object AmericaVehicleMedic
- Buildable = No
- END
- Object CINEConvoyTruck
- RadarPriority = UNIT
- END
- Object ConvoyTruck04
- RadarPriority = UNIT
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1500DollarCrate
- End
- End
- END
- Object ConvoyTruck01
- RadarPriority = UNIT
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object Humvee1
- ReplaceModule ModuleTag_CratesChange
- Behavior = CreateCrateDie ModuleTag_CratesChange_Override
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AmericaTankCrusader
- ReplaceModule ModuleTag_CratesChange
- Behavior = CreateCrateDie ModuleTag_CratesChange_Override
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AmericaVehicleChinook
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1500DollarCrate
- End
- End
- END
- Object AmericaJetRaptor
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1500DollarCrate
- End
- End
- END
- Object AmericaJetB52
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
- Object AmericaVehicleHumvee
- ReplaceModule ModuleTag_CratesChange
- Behavior = CreateCrateDie ModuleTag_CratesChange_Override
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AmericaVehicleComanche
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1500DollarCrate
- End
- End
- END
- Object AmericaJetCargoPlane
- KindOf = +SELECTABLE
- ReplaceModule ModuleTag_03
- Body = ActiveBody ModuleTag_03_Override
- MaxHealth = 750.0
- InitialHealth = 750.0
- End
- End
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1500DollarCrate
- End
- End
- END
- Object AmericaVehicleDozer
- ReplaceModule ModuleTag_CratesChange
- Behavior = CreateCrateDie ModuleTag_CratesChange_Override
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AmericaCommandCenter
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
- Object AmericaBarracks
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
- Object AmericaWarFactory
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
- Object AmericaPowerPlant
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
- Object AmericaSupplyCenter
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
- Object AmericaPatriotBattery
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object QuonsetHut01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always200DollarCrate
- End
- End
- END
- Object Shack
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object BarnCoop
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object BarnShed
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object FarmHouse
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object WatchTower03
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object RiverHouse01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object RiverHouse02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object MogadishuGarage
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object GasStation03
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AsianApartmentUnit
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1500DollarCrate
- End
- End
- END
- Object MogadishuHouse01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanRestaurant02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanSmallRetail02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuShop01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanSchool02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanSmallRetail03
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanConvenienceStore01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanConvenienceStore02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanApartment02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHouse05
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHouse09
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHouse10
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHouse06
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHouse02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHouse04
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AsiaGovernmentBuilding
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHighrise03
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanHotel01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AsiaApartment02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AsisApartment01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object MogadishuHighrise01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object StanRestaurant01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object AsianTrainStation02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always1000DollarCrate
- End
- End
- END
- Object IndustrialBuilding02
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
- Object JunkDealer
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object MarketVender03
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object MarketVender01
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always100DollarCrate
- End
- End
- END
- Object 100DollarCrate
- ReplaceModule ModuleTag_ForbiddenChanges
- Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges_Override
- ForbiddenKindOf = PROJECTILE
- MoneyProvided = 100
- BuildingPickup = No
- ExecuteAnimation = MoneyPickUp
- ExecuteAnimationTime = 4.0 ; In seconds
- ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
- ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
- ForbidOwnerPlayer = Yes
- End
- End
- END
- Object 200DollarCrate
- ReplaceModule ModuleTag_ForbiddenChanges
- Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges_Override
- ForbiddenKindOf = PROJECTILE
- MoneyProvided = 200
- BuildingPickup = No
- ExecuteAnimation = MoneyPickUp
- ExecuteAnimationTime = 4.0 ; In seconds
- ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
- ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
- ForbidOwnerPlayer = Yes
- End
- End
- END
- Object 1000DollarCrate
- ReplaceModule ModuleTag_ForbiddenChanges
- Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges_Override
- ForbiddenKindOf = PROJECTILE
- MoneyProvided = 1000
- BuildingPickup = No
- ExecuteAnimation = MoneyPickUp
- ExecuteAnimationTime = 4.0 ; In seconds
- ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
- ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
- ForbidOwnerPlayer = Yes
- End
- End
- END
- Object 1500DollarCrate
- ReplaceModule ModuleTag_ForbiddenChanges
- Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges_Override
- ForbiddenKindOf = PROJECTILE
- MoneyProvided = 1500
- BuildingPickup = No
- ExecuteAnimation = MoneyPickUp
- ExecuteAnimationTime = 4.0 ; In seconds
- ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
- ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
- ForbidOwnerPlayer = Yes
- End
- End
- END
- Object 2500DollarCrate
- ReplaceModule ModuleTag_ForbiddenChanges
- Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges_Override
- ForbiddenKindOf = PROJECTILE
- MoneyProvided = 2500
- BuildingPickup = No
- ExecuteAnimation = MoneyPickUp
- ExecuteAnimationTime = 4.0 ; In seconds
- ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
- ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
- ForbidOwnerPlayer = Yes
- End
- End
- END
- Locomotor B52Locomotor
- Speed = 65 ;100 ; in dist/sec
- SpeedDamaged = 40 ; in dist/sec
- TurnRate = 30 ; in degrees/sec
- TurnRateDamaged = 25 ; in degrees/sec
- End
- Object GLABarracks
- CommandSet = GLABarracksCommandSet_GLA02
- END
- CommandSet GLABarracksCommandSet_GLA02
- 1 = Command_ConstructGLAInfantryRebel
- 2 = Command_ConstructGLAInfantryRPGTrooper
- 7 = Command_UpgradeGLARebelCaptureBuilding
- 11 = Command_SetRallyPoint
- 12 = Command_Sell
- End
- Weapon QuadCannonGun
- DelayBetweenShots = 300 ; time between shots, msec
- End
- Locomotor SupplyTruckLocomotor
- Speed = 45
- SpeedDamaged = 45
- End
- ObjectCreationList SUPERWEAPON_CrateDrop
- DeliverPayload
- Transport = AmericaJetCargoPlane
- StartAtPreferredHeight = Yes
- StartAtMaxSpeed = Yes
- MaxAttempts = 4
- DropOffset = X:0 Y:0 Z:-5
- DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
- PutInContainer = AmericaParachute
- Payload = 200DollarCrate 10
- DeliveryDistance = 250
- DeliveryDecalRadius = 0
- DeliveryDecal
- Texture = EXTargeterAlpha
- Style = SHADOW_ALPHA_DECAL
- OpacityMin = 50%
- OpacityMax = 100%
- OpacityThrobTime = 500
- Color = R:255 G:0 B:255 A:255
- OnlyVisibleToOwningPlayer = Yes
- End
- End
- End
- Object Hedge1
- KindOf = +CAN_SEE_THROUGH_STRUCTURE
- End
- WaterTransparency
- TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
- TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
- End
- CommandSet SCIENCE_GLA_CommandSetRank1
- 1 = Command_PurchaseScienceTechnicalTraining
- 2 = Command_PurchaseScienceMarauderTank
- 3 = Command_PurchaseScienceEmergencyRepair1
- END
- ; Rank 3 assign buttons to position like so:
- ; 1 4 7 10
- ; 2 5 8 11
- ; 3 6 9 12
- CommandSet SCIENCE_GLA_CommandSetRank3
- 1 = Command_PurchaseScienceScudLauncher
- 4 = Command_PurchaseScienceCashBounty1
- 5 = Command_PurchaseScienceCashBounty2
- 6 = Command_PurchaseScienceCashBounty3
- 7 = Command_PurchaseScienceRebelAmbush1
- 8 = Command_PurchaseScienceRebelAmbush2
- 9 = Command_PurchaseScienceRebelAmbush3
- 10 = Command_PurchaseScienceHijacker
- END
- ;; -------------------------------------
- ;; GLA Sciences
- ;; -------------------------------------
- ; --- LEVEL 1 POWERS ---
- Science SCIENCE_ScudLauncher
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLASCUDLauncher
- Description = CONTROLBAR:ToolTipGLAScienceSCUDLauncher
- End
- Science SCIENCE_MarauderTank
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAMaruaderTank
- Description = CONTROLBAR:ToolTipGLaScienceMarauderTank
- End
- Science SCIENCE_TechnicalTraining
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLATechnicalTraining
- Description = CONTROLBAR:ToolTipGLAScienceTechnicalTraining
- End
- ; --- LEVEL 3 POWERS ---
- Science SCIENCE_Hijacker
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAHijacker
- Description = CONTROLBAR:ToolTipGLAScienceHijacker
- End
- Science SCIENCE_RebelAmbush1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush1
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush2
- PrerequisiteSciences = SCIENCE_RebelAmbush1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush2
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush3
- PrerequisiteSciences = SCIENCE_RebelAmbush2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush3
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_CashBounty1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty1
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty2
- PrerequisiteSciences = SCIENCE_CashBounty1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty2
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty3
- PrerequisiteSciences = SCIENCE_CashBounty2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty3
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- ; --- LEVEL 8 POWERS ---
- Science SCIENCE_AnthraxBomb
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAAnthraxBomb
- Description = CONTROLBAR:ToolTipGLAScienceAnthraxBomb
- End
- ; --- LEVEL 3, Common to all sides ---
- Science SCIENCE_EmergencyRepair1
- PrerequisiteSciences = SCIENCE_Rank1 ;No country Science requirement
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair1
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair2
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair2
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair3
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair3
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- ;************************* Cinematic ***********************************************
- Object CINE_GLAInfantryRebel
- WeaponSet
- Conditions = None
- Weapon = PRIMARY CINE_GLARebelMachineGun
- End
-
- VisionRange = 350
- End
|