Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
BIN
mods/cnc/maps/nod02a/map.bin
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mods/cnc/maps/nod02a/map.bin
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mods/cnc/maps/nod02a/map.ftl
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mods/cnc/maps/nod02a/map.ftl
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## rules.yaml
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briefing = GDI has kept a stranglehold on Egypt for many years. Establish a forward attack base in the region. Begin by selecting your Mobile Construction Vehicle (MCV) and right-clicking on it to enable base construction. This area contains plenty of Tiberium, so establishing a base should be straightforward.
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mods/cnc/maps/nod02a/map.png
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mods/cnc/maps/nod02a/map.png
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After Width: | Height: | Size: 36 KiB |
239
mods/cnc/maps/nod02a/map.yaml
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mods/cnc/maps/nod02a/map.yaml
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MapFormat: 12
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RequiresMod: cnc
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Title: 02a: Invasion of Egypt
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Author: Westwood Studios
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Tileset: DESERT
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MapSize: 64,64
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Bounds: 3,23,36,26
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Visibility: MissionSelector
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Categories: Campaign
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LockPreview: True
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Players:
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PlayerReference@GDI:
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Name: GDI
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Faction: gdi
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Color: F5D378
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Allies: GDI
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Enemies: Nod
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Bot: campaign
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PlayerReference@Nod:
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Name: Nod
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Playable: True
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AllowBots: False
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Required: True
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LockFaction: True
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Faction: nod
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LockColor: True
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Color: FE1100
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LockSpawn: True
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LockTeam: True
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Enemies: GDI
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PlayerReference@Neutral:
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Name: Neutral
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OwnsWorld: True
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NonCombatant: True
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Faction: gdi
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Actors:
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Actor0: t08
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Location: 34,38
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Owner: Neutral
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Actor1: t18
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Location: 34,36
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Owner: Neutral
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Actor2: t08
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Location: 25,31
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Owner: Neutral
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Actor3: t08
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Location: 26,31
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Owner: Neutral
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Actor4: t08
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Location: 21,40
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Owner: Neutral
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Actor5: t08
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Location: 3,24
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Owner: Neutral
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Actor6: t08
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Location: 3,42
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Owner: Neutral
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Actor7: t08
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Location: 4,42
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Owner: Neutral
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Actor8: t08
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Location: 6,48
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Owner: Neutral
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Actor9: t08
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Location: 16,43
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Owner: Neutral
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Actor10: t08
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Location: 26,48
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Owner: Neutral
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Actor11: t08
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Location: 13,27
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Owner: Neutral
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Actor12: t08
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Location: 6,40
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Owner: Neutral
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Actor13: rock1
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Location: 22,32
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Owner: Neutral
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Actor20: jeep
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Location: 5,24
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Owner: GDI
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Facing: 384
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Actor21: jeep
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Location: 6,32
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Owner: GDI
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Facing: 640
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Actor22: jeep
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Location: 12,27
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Owner: GDI
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Facing: 128
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Actor28: e1
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Location: 10,24
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Owner: GDI
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Facing: 384
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SubCell: 3
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Actor29: e1
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Location: 10,24
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Owner: GDI
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Facing: 384
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SubCell: 1
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Actor30: e1
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Location: 9,24
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Owner: GDI
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Facing: 384
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SubCell: 4
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Actor31: e1
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Location: 5,34
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Owner: GDI
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SubCell: 3
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Actor32: e1
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Location: 5,35
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Owner: GDI
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SubCell: 2
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Actor33: e1
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Location: 10,27
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Owner: GDI
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SubCell: 2
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Actor34: e1
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Location: 11,27
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Owner: GDI
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SubCell: 1
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Actor35: e1
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Location: 10,24
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Owner: GDI
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Facing: 384
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SubCell: 2
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Actor37: e1
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Location: 7,40
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Owner: GDI
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SubCell: 2
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waypoint26: waypoint
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Location: 26,41
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Owner: Neutral
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waypoint23: waypoint
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Location: 33,45
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Owner: Neutral
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waypoint21: waypoint
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Location: 32,42
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Owner: Neutral
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waypoint17: waypoint
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Location: 32,26
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Owner: Neutral
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waypoint9: waypoint
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Location: 29,47
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Owner: Neutral
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waypoint8: waypoint
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Location: 16,28
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Owner: Neutral
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waypoint7: waypoint
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Location: 23,40
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Owner: Neutral
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waypoint6: waypoint
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Location: 20,47
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Owner: Neutral
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waypoint5: waypoint
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Location: 10,44
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Owner: Neutral
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waypoint4: waypoint
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Location: 13,36
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Owner: Neutral
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waypoint3: waypoint
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Location: 36,41
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Owner: Neutral
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waypoint2: waypoint
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Location: 31,28
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Owner: Neutral
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waypoint1: waypoint
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Location: 18,25
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Owner: Neutral
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waypoint0: waypoint
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Location: 4,26
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Owner: Neutral
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Refinery: proc
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Location: 7,27
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Owner: GDI
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FreeActor: false
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Yard: fact
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Location: 10,28
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Owner: GDI
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Barracks: pyle
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Location: 7,32
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Owner: GDI
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Plant: nuke
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Location: 11,31
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Owner: GDI
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Silo1: silo
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Location: 9,31
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Owner: GDI
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Silo2: silo
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Location: 9,33
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Owner: GDI
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Guard1: e1
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Location: 8,40
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Owner: GDI
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SubCell: 1
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Guard2: e1
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Location: 37,24
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Owner: GDI
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SubCell: 3
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Guard3: e1
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Location: 36,24
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Owner: GDI
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SubCell: 2
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Guard4: e1
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Location: 27,31
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Owner: GDI
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SubCell: 1
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Harvester: harv
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Location: 5,29
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Owner: GDI
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Health: 39
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Facing: 896
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McvEntry: waypoint
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Location: 33,48
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Owner: Neutral
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McvRally: waypoint
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Location: 33,46
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Owner: Neutral
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UnitsEntry: waypoint
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Location: 30,48
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Owner: Neutral
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UnitsRally: waypoint
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Location: 30,44
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Owner: Neutral
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Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
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FluentMessages: cnc|fluent/lua.ftl, cnc|fluent/campaign.ftl, map.ftl
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103
mods/cnc/maps/nod02a/nod02a.lua
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103
mods/cnc/maps/nod02a/nod02a.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
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NodBaseBuildings = { "hand", "fact", "nuke" }
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GDIBase = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
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GDIWaypoints1 = { waypoint0, waypoint1, waypoint2, waypoint3 }
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GDIWaypoints2 = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
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GetAttackers = function(amount)
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local units = GDI.GetActorsByType("e1")
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if amount > #units then
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return units
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end
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return Utils.Take(amount, units)
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end
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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InitObjectives(Nod)
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GDIObjective = AddPrimaryObjective(GDI, "")
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BuildBaseObjective = AddPrimaryObjective(Nod, "build-base")
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DestroyGDI = AddPrimaryObjective(Nod, "destroy-gdi-units")
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Utils.Do({ Refinery, Yard }, function(actor)
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Trigger.OnDamaged(actor, function()
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if not Grd2TriggerSwitch then
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Grd2TriggerSwitch = true
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Utils.Do(GetAttackers(5), IdleHunt)
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end
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(25), function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnKilled(Guard1, function()
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnKilled(Guard4, function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.OnAllKilled({ Guard2, Guard3 }, function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.OnDamaged(Harvester, function()
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if Atk5TriggerSwitch then
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return
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end
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Atk5TriggerSwitch = true
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnAllRemovedFromWorld(GDIBase, function()
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Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.AfterDelay(0, function()
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Utils.Do(GDI.GetActorsByType("e1"), function(unit)
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RebuildUnit({ unit }, GDI, Barracks)
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end)
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end)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
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Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(DestroyGDI)
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end
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if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBaseObjective) and CheckForBase(Nod, NodBaseBuildings) then
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Nod.MarkCompletedObjective(BuildBaseObjective)
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end
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end
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120
mods/cnc/maps/nod02a/rules.yaml
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120
mods/cnc/maps/nod02a/rules.yaml
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World:
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LuaScript:
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Scripts: campaign.lua, utils.lua, nod02a.lua
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MusicPlaylist:
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StartingMusic: ind2
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VictoryMusic: nod_win1
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MissionData:
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Briefing: briefing
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BriefingVideo: nod2.vqa
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StartVideo: seige.vqa
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WinVideo: airstrk.vqa
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LossVideo: deskill.vqa
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Player:
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PlayerResources:
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DefaultCash: 4000
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NUK2:
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Buildable:
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Prerequisites: ~disabled
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GUN:
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Buildable:
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Prerequisites: ~disabled
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CYCL:
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Buildable:
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Prerequisites: ~disabled
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FIX:
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Buildable:
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Prerequisites: ~disabled
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HPAD:
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Buildable:
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Prerequisites: ~disabled
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OBLI:
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Buildable:
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Prerequisites: ~disabled
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BRIK:
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Buildable:
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Prerequisites: ~disabled
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TMPL:
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Buildable:
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Prerequisites: ~disabled
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FTNK:
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Buildable:
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Prerequisites: ~disabled
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STNK:
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Buildable:
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Prerequisites: ~disabled
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ARTY:
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Buildable:
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Prerequisites: ~disabled
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E5:
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Buildable:
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Prerequisites: ~disabled
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RMBO:
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Buildable:
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Prerequisites: ~disabled
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MLRS:
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Buildable:
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Prerequisites: ~disabled
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MCV:
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Buildable:
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Prerequisites: ~disabled
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SAM:
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Buildable:
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Prerequisites: ~disabled
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HQ:
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Buildable:
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Prerequisites: ~disabled
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AFLD:
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Buildable:
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Prerequisites: ~disabled
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E4:
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Buildable:
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Prerequisites: ~disabled
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E3:
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Buildable:
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Prerequisites: ~disabled
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E2:
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Buildable:
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Prerequisites: ~disabled
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SBAG:
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Buildable:
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Prerequisites: ~disabled
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GTWR:
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Buildable:
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Prerequisites: ~disabled
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WEAP:
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Buildable:
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Prerequisites: ~disabled
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EYE:
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Buildable:
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Prerequisites: ~disabled
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ATWR:
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Buildable:
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Prerequisites: ~disabled
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Reference in New Issue
Block a user