selected_tag:t="" bin_dump_file:t="" mission_settings{ atmosphere{ pressure:r=760 temperature:r=15 } stars{ latitude:r=48 longitude:r=44 year:i=1940 month:i=1 day:i=15 time:r=12 } player{ army:i=1 wing:t="player" } player_teamB{ army:i=2 } mission{ name:t="Operation_Neuri" level:t="levels/water.bin" type:t="singleMission" restoreType:t="attempts" optionalTakeOff:b=no campaign:t="pacific" environment:t="Day" weather:t="clear" missionDebriefing:t="" missionBriefing:t="" tags{ } missionType{ _Dom:b=no _Conq:b=no _Bttl:b=no } } spectator_points{ } cover_points{ } aiParams{ aiEffectivenessViscosity:r=90 effectivenessDistances:p2=2500, 7000 } briefing{ place_loc:t="" date_loc:t="" objective_loc:t="" music:t="valkyries" part{ event:t="" minTime:i=0 slide{ map:b=yes minTime:i=60 picture:t="" arrow{ width:i=1 side:t="player" point:t="Enterprise point01" point:t="air_defence_03" } icon{ icontype:t="destroyer" side:t="ally" target:t="fleet point" } icon{ icontype:t="fighter" side:t="player" target:t="Enterprise point01" lookAt:t="air_defence_03" } icon{ icontype:t="carrier" side:t="ally" target:t="ships_02" } icon{ icontype:t="mark" side:t="enemy" target:t="air_defence_03" } } } } } imports{ } triggers{ isCategory:b=yes is_enabled:b=yes super_power{ isCategory:b=yes is_enabled:b=yes player_super{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=yes } events{ periodicEvent{ time:r=0 } } conditions{ playerShortcutPressed{ control:t="ID_FIRE_MGUNS" } } actions{ wait{ time:r=1 } unitRestore{ ressurectIfDead:b=no fullRestore:b=no target:t="player" ammoRestore:b=yes } } else_actions{ } } player_super2{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=yes } events{ periodicEvent{ time:r=0 } } conditions{ playerShortcutPressed{ control:t="ID_ROCKETS" } } actions{ wait{ time:r=0.6 } unitRestore{ ressurectIfDead:b=no fullRestore:b=no target:t="player" ammoRestore:b=yes } } else_actions{ } } AA_super{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=yes } events{ periodicEvent{ time:r=0 } } conditions{ unitWhenStatus{ object_type:t="isAlive" check_objects:t="any" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="air_defence_03" } } actions{ wait{ time:r=0 } unitRestore{ ressurectIfDead:b=no fullRestore:b=yes target:t="air_defence_03" ammoRestore:b=yes } } else_actions{ } } AA_Destroy{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ periodicEvent{ time:r=0 } } conditions{ unitWhenCountMatches{ object_type:t="isAlive" object_marking:i=0 func:t="less" value:i=51 object:t="air_defence_03" } } actions{ unitDamage{ part:i=1 power:r=1 useEffect:b=no countEffects:i=1 delay:p2=1, 1 offset:p3=0, 0, 0 radiusOffset:p2=10, 15 target:t="air_defence_03" doExplosion:b=yes } } else_actions{ } } } movie1{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ playersWhenStatus{ players:t="isActive" check_players:t="any" } } actions{ unitPutToSleep{ target:t="armada_02" target:t="armada_04" target:t="armada_05" target:t="armada_06" target:t="armada_07" target:t="armada_10" target:t="armada_09" target:t="armada_11" target:t="armada_13" target:t="armada_14" target:t="osu-2" target:t="armada_24" } unitPutToSleep{ target:t="armada_12" target:t="squad_04" target:t="armada_20" target:t="squad_03" target:t="air_defence_02" target:t="armada_26" target:t="armada_25" target:t="armada_27" target:t="squad_06" target:t="armada_27" target:t="armada_14" target:t="armada_13" } unitPutToSleep{ target:t="armada_28" target:t="armada_01" target:t="squad_07" } __unitPutToSleep{ target:t="armada_12" target:t="squad_04" target:t="armada_20" target:t="squad_03" target:t="squad_06" target:t="armada_24" target:t="armada_26" } unitMoveTo{ target:t="area_07" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="squad_01" speed:r=10000 } missionStartCutscene{ target:t="fleet point" second_target:t="ships_02" duration:r=10 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=50 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } showCutsceneInfo{ text:t="Date:1942/10/18" duration:r=3 } wait{ time:r=3 } showCutsceneInfo{ text:t="Location:South Pacific" duration:r=3 } wait{ time:r=3 } unitWakeUp{ target:t="armada_11" target:t="armada_12" } missionStartCutscene{ target:t="armada_11" second_target:t="ships_02" duration:r=10 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=50 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } showCutsceneInfo{ text:t="Human Allied Forces-Neuri Attack Fleet" duration:r=9 } wait{ time:r=8 } missionStartCutscene{ target:t="osu-2" second_target:t="ships_05" duration:r=10 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=1 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } unitWakeUp{ target:t="osu-2" } showCutsceneInfo{ text:t="Mission:Search & Destroy the Neuri" duration:r=10 } wait{ time:r=9 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitPutToSleep{ target:t="osu-2" target:t="armada_11" target:t="armada_12" target:t="squad_04" } unitPutToSleep{ target:t="squad_01" target:t="armada_02" target:t="armada_04" target:t="armada_05" target:t="armada_06" target:t="armada_07" target:t="carrier f6f" target:t="armada_10" target:t="armada_09" target:t="armada_11" target:t="armada_13" target:t="armada_14" } triggerEnable{ target:t="movie2" } __wait{ time:r=2 } __missionStopCutscene{ } __wait{ time:r=20 } __wait{ time:r=20 } __wait{ time:r=10 } __wait{ time:r=20 } __wait{ time:r=20 } __wait{ time:r=5 } __missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } __wait{ time:r=1 } unitWakeUp{ target:t="armada_20" } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStartCutscene{ target:t="armada_20" second_target:t="air_defence_01" duration:r=14.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="Sword Three to Yamato" duration:r=4 } wait{ time:r=4 } showCutsceneInfo{ text:t="Neuri in sight. I repeat,Neuri in sight" duration:r=4 } wait{ time:r=4 } showCutsceneInfo{ text:t="The location is.........." duration:r=4 } wait{ time:r=4 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStopCutscene{ } unitWakeUp{ target:t="squad_01" target:t="squad_04" } unitMoveTo{ target:t="area_10" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="squad_04" object:t="squad_03" } unitMoveTo{ target:t="area_11" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="sbd06" } missionStartCutscene{ target:t="armada_19" second_target:t="area_08" duration:r=12.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="All attack forces,Take off and move to check point." duration:r=10 } wait{ time:r=10 } unitPutToSleep{ target:t="armada_08" target:t="armada_20" } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStopCutscene{ } spawnOnAirfield{ runwayName:t="ships_02" objects:t="sbd1" } spawnOnAirfield{ runwayName:t="ships_04" objects:t="player" } spawnOnAirfield{ runwayName:t="ships_18" objects:t="sbd03" } spawnOnAirfield{ runwayName:t="ships_01" objects:t="sbd04" } spawnOnAirfield{ runwayName:t="ships_03" objects:t="sbd05" } spawnOnAirfield{ runwayName:t="ships_19" objects:t="sbd06" } moAddMissionObjective{ target:t="2" } triggerEnable{ target:t="movie3" } wait{ time:r=2 } showCutsceneInfo{ text:t="Take off from Lexington and join the Attack Force" duration:r=10 } } else_actions{ } } movie3{ is_enabled:b=no comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenInArea{ math:t="3D" object_type:t="isActive" object_marking:i=0 check_objects:t="any" object:t="player" target:t="Enterprise point01" } } actions{ missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitPutToSleep{ target:t="squad_03" target:t="squad_04" target:t="squad_01" } unitWakeUp{ target:t="squad_05" target:t="squad_06" target:t="air_defence_03" target:t="structures_17" target:t="structures_18" target:t="structures_19" target:t="structures_20" target:t="structures_22" target:t="structures_25" target:t="air_defence_01" } missionStartCutscene{ target:t="sbd_point02" second_target:t="squad_05" duration:r=9.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="ATTACK FORCE:96 F6F,48 A6M2,60 SBD-3,60 D3a1, total:264" duration:r=7 } wait{ time:r=7 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStartCutscene{ target:t="sbd_point01" second_target:t="squad_05" duration:r=9.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="Enterprise to all Attack units:good luck!" duration:r=7 } wait{ time:r=7 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStopCutscene{ } moAddMissionObjective{ target:t="3" } unitMoveTo{ target:t="sbd_point" follow_target:b=no teleportHeightType:t="target" useUnitHeightForTele:b=no shouldKeepFormation:b=no teleportHeightValue:r=0 horizontalDirectionForTeleport:b=no object:t="player" move_type:t="teleport" speed:r=200 lookat:t="sbd_point01" } unitWakeUp{ target:t="armada_24" } __playHint{ hintType:t="custom" name:t="Move to Attack point" action:t="warning" shouldFadeOut:b=no time:r=10 warningTime:r=10 } wait{ time:r=2 } showCutsceneInfo{ text:t="Ready to attack" duration:r=10 } wait{ time:r=15 } showCutsceneInfo{ text:t="Enemy in sight! Twelve o'clock!" duration:r=4 } wait{ time:r=4 } showCutsceneInfo{ text:t="EAGLE1.2:Intercept it!" duration:r=4 } unitAttackTarget{ playerAttracted:b=no object:t="armada_21" object:t="armada_22" target:t="armada_24" } triggerEnable{ target:t="movie4" } wait{ time:r=4 } __unitAttackTarget{ playerAttracted:b=no object:t="armada_24" attack_type:t="attack_target" target:t="armada_03" } __unitAttackTarget{ playerAttracted:b=no object:t="armada_07" object:t="armada_06" target:t="armada_05" } __unitPutToSleep{ target:t="armada_02" target:t="armada_04" target:t="armada_05" target:t="armada_06" target:t="armada_07" target:t="armada_10" target:t="armada_09" target:t="armada_11" target:t="armada_13" target:t="armada_14" target:t="osu-2" target:t="armada_24" } __unitPutToSleep{ target:t="armada_12" target:t="squad_04" target:t="armada_20" target:t="squad_03" target:t="air_defence_02" target:t="squad_02" target:t="armada_26" target:t="armada_25" target:t="armada_27" } __unitMoveTo{ target:t="type1_point01" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="squad_05" } __unitAttackTarget{ playerAttracted:b=no object:t="armada_02" object:t="armada_04" target:t="air_defence_02" fireRandom:b=yes } } else_actions{ } } movie4{ is_enabled:b=no comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenInArea{ math:t="3D" object_type:t="isActive" object_marking:i=0 check_objects:t="any" object:t="armada_24" target:t="neuri attack" } } actions{ unitDamage{ part:i=1 power:r=1 useEffect:b=no countEffects:i=1 delay:p2=1, 1 offset:p3=0, 0, 0 radiusOffset:p2=10, 15 target:t="armada_24" doExplosion:b=yes } wait{ time:r=0.5 } unitDamage{ part:i=1 power:r=1 useEffect:b=no countEffects:i=1 delay:p2=1, 1 offset:p3=0, 0, 0 radiusOffset:p2=10, 15 target:t="armada_21" target:t="armada_22" doExplosion:b=yes } wait{ time:r=0.5 } unitDamage{ part:i=1 power:r=1 useEffect:b=no countEffects:i=1 delay:p2=1, 1 offset:p3=0, 0, 0 radiusOffset:p2=10, 15 target:t="armada_23" target:t="armada_03" doExplosion:b=yes } wait{ time:r=5 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStartCutscene{ target:t="armada_07" second_target:t="air_defence_01" duration:r=12 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="What was that!?" duration:r=4 } wait{ time:r=5 } showCutsceneInfo{ text:t="It blowed up the advance Forces" duration:r=5 } wait{ time:r=5 } unitPutToSleep{ target:t="squad_06" target:t="armada_24" } unitWakeUp{ target:t="armada_05" } missionStartCutscene{ target:t="armada_06" second_target:t="armada_05" duration:r=10.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=2 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } unitAttackTarget{ playerAttracted:b=no object:t="armada_07" object:t="armada_06" target:t="armada_05" fireRandom:b=yes } showCutsceneInfo{ text:t="Neuri's Fighter in sight! " duration:r=4 } wait{ time:r=5 } showCutsceneInfo{ text:t="No time being surprised. All fighter's Engage" duration:r=5 } wait{ time:r=5 } unitAttackTarget{ playerAttracted:b=no object:t="armada_04" object:t="armada_02" attack_type:t="kill_target" target:t="air_defence_03" fireRandom:b=yes } unitSetProperties{ object:t="armada_02" targetGnd:b=yes plane{ ai_skill:t="ACE" task:t="ATTACK_GROUND" target:t="air_defence_03" } } unitAttackTarget{ playerAttracted:b=no object:t="armada_05" attack_type:t="kill_target" target:t="armada_04" fireRandom:b=yes } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStopCutscene{ } playHint{ hintType:t="custom" name:t="Move to Attack point" action:t="warning" shouldFadeOut:b=no time:r=10 warningTime:r=10 } wait{ time:r=2 } showCutsceneInfo{ text:t="No matter what it takes,reach to Attack point" duration:r=10 } __wait{ time:r=15 } __showCutsceneInfo{ text:t="Enemy in sight! Twelve o'clock!" duration:r=4 } __wait{ time:r=4 } __moAddMissionObjective{ target:t="4" } __unitAttackTarget{ playerAttracted:b=no object:t="armada_27" attack_type:t="kill_target" target:t="armada_04" fireRandom:b=yes } __showCutsceneInfo{ text:t="EAGLE1.2:Intercept it!" duration:r=4 } __unitAttackTarget{ playerAttracted:b=no object:t="armada_21" object:t="armada_22" target:t="armada_24" } __moSetObjectiveStatus{ target:t="Movie to Attack point" status:i=2 } __triggerDisable{ target:t="type1_point01" } __missionStartCutscene{ target:t="armada_02" second_target:t="armada_03" duration:r=10 camera_type:t="near_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } __missionStartCutscene{ target:t="armada_02" second_target:t="armada_05" duration:r=10 camera_type:t="near_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } } else_actions{ } } waypoint2{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenInArea{ math:t="3D" object_type:t="isActive" object_marking:i=0 check_objects:t="any" object:t="player" target:t="neuri attack01" } } actions{ moSetObjectiveStatus{ target:t="3" status:i=1 } __playHint{ hintType:t="custom" name:t="Destroy All Neuri's AAA" action:t="warning" shouldFadeOut:b=no time:r=10 warningTime:r=10 } wait{ time:r=2 } showCutsceneInfo{ text:t="All Bomber,Engage. " duration:r=10 } moAddMissionObjective{ target:t="4" } __unitMark{ target_marking:i=18 target:t="air_defence_03" } __missionSetTargetsIndicator{ target_type:t="isActive" target_marking:i=0 delta:i=0 icon:t="aa" "icon army":i=2 set:b=yes target:t="air_defence_03" var:t="" } __triggerDisable{ target:t="point1" } } else_actions{ } } "change to F6F "{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenStatus{ object_type:t="isKilled" check_objects:t="all" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="air_defence_03" } } actions{ moSetObjectiveStatus{ target:t="4" status:i=2 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitWakeUp{ target:t="armada_09" } unitAttackTarget{ playerAttracted:b=no object:t="armada_09" target:t="structures_26" fireRandom:b=yes } missionStartCutscene{ target:t="armada_09" second_target:t="air_defence_01" duration:r=16.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=4 } showCutsceneInfo{ text:t="Critical damage to Neuri !!!" duration:r=5 } unitDamage{ part:i=1 power:r=1 useEffect:b=no countEffects:i=1 delay:p2=1, 1 offset:p3=0, 0, 0 radiusOffset:p2=10, 15 target:t="structures_15" doExplosion:b=yes } wait{ time:r=4 } showCutsceneInfo{ text:t="Part of Neuri's shield has been Destroyed" duration:r=4 } wait{ time:r=4 } showCutsceneInfo{ text:t="All Attack unit,Engage" duration:r=4 } wait{ time:r=4 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } unitMoveTo{ target:t="armada_09" follow_target:b=no teleportHeightType:t="target" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=0 horizontalDirectionForTeleport:b=yes object:t="player" move_type:t="teleport" speed:r=250 lookat:t="spawnpoint_9" } wait{ time:r=0.5 } missionStopCutscene{ } unitAttackTarget{ playerAttracted:b=no object:t="armada_05" attack_type:t="attack_target" target:t="armada_09" fireRandom:b=yes } unitAttackTarget{ playerAttracted:b=no object:t="armada_06" object:t="armada_07" attack_type:t="kill_target" target:t="armada_05" fireRandom:b=yes } moAddMissionObjective{ target:t="5" } unitSetIndication{ set:b=yes target:t="structures_20" target:t="structures_15" target:t="structures_26" } } else_actions{ } } respown1{ is_enabled:b=no comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ periodicEvent{ time:r=0 } } conditions{ unitWhenStatus{ object_type:t="isAlive" check_objects:t="any" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="player" } } actions{ unitMoveTo{ target:t="armada_09" follow_target:b=no teleportHeightType:t="target" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=0 horizontalDirectionForTeleport:b=yes object:t="player" move_type:t="teleport" speed:r=250 lookat:t="spawnpoint_9" } } else_actions{ } } "change Dcore"{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenStatus{ object_type:t="killedBy" check_objects:t="any" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="structures_20" killedByObject:t="armada_09" } } actions{ moSetObjectiveStatus{ target:t="5" status:i=2 } unitAttackTarget{ playerAttracted:b=no object:t="armada_09" object:t="armada_28" attack_type:t="kill_target" target:t="structures_01" } __playHint{ hintType:t="custom" name:t="Destory Neuri's Core" action:t="warning" shouldFadeOut:b=no time:r=10 warningTime:r=10 } wait{ time:r=2 } showCutsceneInfo{ text:t="Enter the Neuri and Destroy the Core" duration:r=10 } moAddMissionObjective{ target:t="6" } __unitAttackTarget{ playerAttracted:b=no object:t="armada_09" target:t="structures_20" fireRandom:b=yes } } else_actions{ } } "change attack"{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenStatus{ object_type:t="isKilled" check_objects:t="all" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="armada_04" } } actions{ unitAttackTarget{ playerAttracted:b=no object:t="armada_05" attack_type:t="kill_target" target:t="armada_02" } } else_actions{ } } "change fighter"{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenStatus{ object_type:t="isKilled" check_objects:t="all" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="armada_09" } } actions{ missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } wait{ time:r=2 } showCutsceneInfo{ text:t="OMG! The Attack units have been eliminated......" duration:r=6 } wait{ time:r=6 } showCutsceneInfo{ text:t="It looks like We have to finish it.All fighters,destroy the CORE !" duration:r=10 } unitAttackTarget{ playerAttracted:b=no object:t="armada_05" attack_type:t="kill_target" target:t="armada_07" fireRandom:b=yes } unitAttackTarget{ playerAttracted:b=no object:t="armada_07" object:t="armada_06" attack_type:t="kill_target" target:t="air_defence_01" fireRandom:b=yes } wait{ time:r=10 } __playerToggleHero{ hero:t="armada_06" } } else_actions{ } } "change Dcore2"{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenStatus{ object_type:t="isKilled" check_objects:t="any" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="air_defence_01" } } actions{ moSetObjectiveStatus{ target:t="6" status:i=2 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitWakeUp{ target:t="armada_13" } missionStartCutscene{ target:t="armada_13" second_target:t="air_defence_01" duration:r=9 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=4 } showCutsceneInfo{ text:t="Yes!The Attack units did it !" duration:r=10 } unitDamage{ part:i=1 power:r=1 useEffect:b=no countEffects:i=1 delay:p2=1, 1 offset:p3=0, 0, 0 radiusOffset:p2=10, 15 target:t="squad_02" target:t="armada_05" doExplosion:b=yes } wait{ time:r=5 } unitWakeUp{ target:t="armada_14" } unitWakeUp{ target:t="armada_27" } missionStartCutscene{ target:t="armada_14" second_target:t="armada_27" duration:r=11.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=0 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } showCutsceneInfo{ text:t=" But did they Escape?" duration:r=4 } wait{ time:r=4 } showCutsceneInfo{ text:t="They escaped! banzai!" duration:r=5 } wait{ time:r=7 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitMoveTo{ target:t="sbd_point07" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_09" move_type:t="teleport" lookat:t="sbd_point12" } unitMoveTo{ target:t="sbd_point08" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_28" move_type:t="teleport" lookat:t="sbd_point11" } unitMoveTo{ target:t="sbd_point04" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_02" move_type:t="teleport" lookat:t="sbd_point13" } unitMoveTo{ target:t="sbd_point03" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_04" move_type:t="teleport" lookat:t="sbd_point10" } unitMoveTo{ target:t="sbd_point06" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_06" move_type:t="teleport" lookat:t="sbd_point09" } unitMoveTo{ target:t="sbd_point05" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_07" move_type:t="teleport" lookat:t="sbd_point14" } missionStartCutscene{ target:t="armada_14" second_target:t="armada_13" duration:r=12.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="All units good job" duration:r=5 } wait{ time:r=5 } showCutsceneInfo{ text:t="All units lets go home" duration:r=5 } wait{ time:r=5 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitWakeUp{ target:t="squad_01" target:t="armada_10" } unitPutToSleep{ target:t="armada_13" target:t="armada_14" target:t="armada_27" } missionStartCutscene{ target:t="fleet point" second_target:t="ships_04" duration:r=17 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="yes !they did it" duration:r=5 } wait{ time:r=5 } showCutsceneInfo{ text:t="Lets welcome them magnificent!!!" duration:r=5 } wait{ time:r=5 } showCutsceneInfo{ text:t="wait..... somthing in sight" duration:r=5 } wait{ time:r=5 } missionStartCutscene{ target:t="ships_05" second_target:t="armada_10" duration:r=5 camera_type:t="far_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } showCutsceneInfo{ text:t="!? Neuri torpedo bomber in sight!Three o'clock!" duration:r=5 } unitWakeUp{ target:t="armada_11" target:t="armada_12" } unitMoveTo{ target:t="area_09" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=yes teleportHeightValue:r=0 horizontalDirectionForTeleport:b=yes object:t="armada_11" move_type:t="teleport" lookat:t="area_12" } unitMoveTo{ target:t="area_11" follow_target:b=no teleportHeightType:t="target" useUnitHeightForTele:b=yes shouldKeepFormation:b=yes teleportHeightValue:r=0 horizontalDirectionForTeleport:b=yes object:t="armada_12" move_type:t="teleport" lookat:t="area_13" } unitAttackTarget{ playerAttracted:b=no object:t="armada_11" object:t="armada_12" attack_type:t="kill_target" target:t="armada_10" fireRandom:b=yes } unitAttackTarget{ playerAttracted:b=no object:t="armada_10" attack_type:t="kill_target" target:t="squad_01" fireRandom:b=yes } wait{ time:r=5 } missionStartCutscene{ target:t="armada_13" second_target:t="armada_10" duration:r=5.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } showCutsceneInfo{ text:t="Air defense fighter, intercept it!" duration:r=5 } wait{ time:r=5 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitMoveTo{ target:t="armada_11" follow_target:b=no teleportHeightType:t="target" useUnitHeightForTele:b=no shouldKeepFormation:b=no teleportHeightValue:r=0 horizontalDirectionForTeleport:b=no object:t="player" move_type:t="teleport" speed:r=300 lookat:t="area_16" } unitPutToSleep{ target:t="squad_02" target:t="armada_05" target:t="squad_05" target:t="armada_09" } missionStopCutscene{ } unitMoveTo{ target:t="help" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="squad_05" move_type:t="move" } __playHint{ hintType:t="custom" name:t="Shoot down Neuri's torpedo bomber" action:t="warning" shouldFadeOut:b=no time:r=10 warningTime:r=10 } wait{ time:r=2 } moAddMissionObjective{ target:t="7" } showCutsceneInfo{ text:t="Shoot them down!Keep them away from this Fleet!" duration:r=10 } __wait{ time:r=3 } __unitWakeUp{ target:t="" } __wait{ time:r=5 } } else_actions{ } } "small raigeki"{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenStatus{ object_type:t="isKilled" check_objects:t="all" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="armada_10" } } actions{ moSetObjectiveStatus{ target:t="7" status:i=2 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStartCutscene{ target:t="ships_13" second_target:t="ships_03" duration:r=12 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="Neuri's torpedo bomber has been eliminate" duration:r=5 } wait{ time:r=5 } showCutsceneInfo{ text:t="!? Unknown plane heading to this fleet in high-speed." duration:r=5 } wait{ time:r=5 } unitWakeUp{ target:t="armada_25" target:t="armada_26" } missionStartCutscene{ target:t="armada_26" second_target:t="armada_25" duration:r=10.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } showCutsceneInfo{ text:t="IT'S coming from 9 o'clock.ALL units,Intercept it !" duration:r=10 } wait{ time:r=10 } unitPutToSleep{ target:t="armada_26" } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStopCutscene{ } unitAttackTarget{ playerAttracted:b=no object:t="armada_12" object:t="armada_11" object:t="armada_26" target:t="armada_25" } unitMoveTo{ target:t="ships_05" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_25" move_type:t="move" } moAddMissionObjective{ target:t="8" } playHint{ hintType:t="custom" name:t="Destory Unknown plane" action:t="warning" shouldFadeOut:b=no time:r=10 warningTime:r=10 } wait{ time:r=2 } showCutsceneInfo{ text:t="Intercept it" duration:r=10 } wait{ time:r=10 } showCutsceneInfo{ text:t="New Information!Unknown plane is the Missile that Destoryed the advance Forces " duration:r=10 } wait{ time:r=2 } __playHint{ hintType:t="custom" name:t="Destory the Missile No matter what it takes." action:t="warning" shouldFadeOut:b=no time:r=10 warningTime:r=10 } wait{ time:r=8 } showCutsceneInfo{ text:t="If the Missile reach to our fleet,we're over" duration:r=10 } __missionGetBombingAreaHP{ target:t="" } __missionStartCutscene{ target:t="ships_16" second_target:t="ships_16" duration:r=5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } __missionStopCutscene{ } } else_actions{ } } missile{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenStatus{ object_type:t="isKilled" check_objects:t="any" object_marking:i=0 target_type:t="isAlive" check_period:r=1 object:t="armada_25" } } actions{ moSetObjectiveStatus{ target:t="8" status:i=2 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStartCutscene{ target:t="ships_12" second_target:t="ships_02" duration:r=11.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=1 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="No plane in sight....All units.good job!Lets go home." duration:r=9 } wait{ time:r=9 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } unitPutToSleep{ target:t="armada_11" target:t="armada_12" } unitMoveTo{ target:t="area_03" follow_target:b=no teleportHeightType:t="target" useUnitHeightForTele:b=yes shouldKeepFormation:b=yes teleportHeightValue:r=0 horizontalDirectionForTeleport:b=yes object:t="player" move_type:t="teleport" lookat:t="area_04" } unitMoveTo{ target:t="area_14" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=yes teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="armada_26" move_type:t="move" } missionStopCutscene{ } unitWakeUp{ target:t="squad_07" } unitMoveTo{ target:t="area_10" follow_target:b=no teleportHeightType:t="absolute" useUnitHeightForTele:b=yes shouldKeepFormation:b=yes teleportHeightValue:r=1000 horizontalDirectionForTeleport:b=yes object:t="squad_07" move_type:t="move" } moAddMissionObjective{ target:t="9" } wait{ time:r=2 } showCutsceneInfo{ text:t="Welcome back! " duration:r=20 } missionMarkAsLandingZone{ visible:b=yes spawnEffect:b=yes radius:i=50 army:i=1 target:t="ships_18" markInHudAnyway:b=yes } unitLandOnAirfield{ onWater:b=no runwayName:t="ships_18" objects:t="armada_26" } unitSetIndication{ set:b=yes target:t="ships_18" } __airfieldSetIndication{ set:b=yes target:t="armada_02" } __wait{ time:r=5 } __playerToggleHero{ hero:t="armada_26" } __unitWakeUp{ target:t="armada_25" target:t="squad_01" target:t="armada_26" } __unitPutToSleep{ target:t="armada_02" target:t="armada_04" target:t="armada_05" target:t="armada_06" target:t="armada_07" target:t="armada_10" target:t="armada_09" target:t="armada_11" target:t="armada_13" target:t="armada_14" target:t="osu-2" target:t="armada_24" } __unitPutToSleep{ target:t="armada_12" target:t="squad_04" target:t="armada_20" target:t="squad_03" target:t="air_defence_02" target:t="squad_02" target:t="armada_26" target:t="armada_25" target:t="armada_27" } __unitPutToSleep{ target:t="armada_12" target:t="squad_04" target:t="armada_20" target:t="squad_03" target:t="squad_06" target:t="armada_24" target:t="armada_26" } __unitPutToSleep{ target:t="armada_02" target:t="armada_04" target:t="armada_05" target:t="armada_06" target:t="armada_07" target:t="armada_10" target:t="armada_09" target:t="armada_11" target:t="armada_13" target:t="armada_14" target:t="osu-2" target:t="armada_25" } } else_actions{ } } "missile failed movie"{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenInArea{ math:t="3D" object_type:t="isAlive" object_marking:i=0 check_objects:t="any" object:t="armada_25" target:t="area_02" } } actions{ missionStartCutscene{ target:t="armada_25" second_target:t="squad_01" duration:r=10.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=3 } unitDamage{ part:i=1 power:r=1 useEffect:b=no countEffects:i=1 delay:p2=1, 1 offset:p3=0, 0, 0 radiusOffset:p2=10, 15 target:t="squad_01" doExplosion:b=yes } wait{ time:r=20 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStopCutscene{ } wait{ time:r=5 } missionFailed{ } } else_actions{ } } end{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ unitWhenOnLZ{ object_type:t="isAlive" object_marking:i=0 check_objects:t="any" afterRepaired:b=no object:t="player" target:t="ships_18" } } actions{ moSetObjectiveStatus{ target:t="9" status:i=2 } missionCompleted{ timer:b=yes debriefingTimer:i=5 showCompleteMessage:b=yes playCompleteMusic:b=yes afterComplete:t="end_copy" } showCutsceneInfo{ text:t="Welcome back!" duration:r=10 } wait{ time:r=5 } __wait{ time:r=3 } __missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } __wait{ time:r=0.5 } __missionStartCutscene{ target:t="fleet point" second_target:t="ships_04" duration:r=9.5 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } __showCutsceneInfo{ text:t="OK guys.lets go home." duration:r=10 } __wait{ time:r=100 } __missionStopCutscene{ } __wait{ time:r=20 } } else_actions{ } } end_copy{ is_enabled:b=yes comments:t="" props{ actionsType:t="PERFORM_ONE_BY_ONE" conditionsType:t="ALL" enableAfterComplete:b=no } events{ initMission{ } } conditions{ misObjStatus{ target:t="9" status:t="completed" } } actions{ __missionCompleted{ afterComplete:t="" } __showCutsceneInfo{ text:t="Welcome back!" duration:r=10 } __wait{ time:r=3 } __moSetObjectiveStatus{ target:t="Return to Lexington" status:i=2 } __wait{ time:r=3 } missionSetFade{ mode:t="fadeOut" color:p3=0, 0, 0 time:r=0.5 } wait{ time:r=0.5 } missionStartCutscene{ target:t="fleet point" second_target:t="ships_04" duration:r=10 camera_type:t="two_obj" direction_amp:r=1 flat_offs:p3=100, 100, 100 zoom:r=0 frequency:r=1 linear_at_vel:p3=0, 0, 0 linear_eye_vel:p3=0, 0, 0 linear_at_accel:r=0 linear_eye_accel:r=0 linear_relative:b=no pitch:r=0.1 yaw:r=0 pitch_amplitude:r=1 yaw_amplitude:r=1 distance:r=30 shake_mult:r=0 splineEye:t="" splineAt:t="" splineSpeed:r=100 resetCamera:b=yes shake_accel:r=0 fov_accel:r=0 mustHaveGui:b=no } wait{ time:r=2 } showCutsceneInfo{ text:t="OK guys.lets go home." duration:r=8 } wait{ time:r=8 } unitMoveTo{ target:t="ships_18" follow_target:b=no teleportHeightType:t="target" useUnitHeightForTele:b=yes shouldKeepFormation:b=no teleportHeightValue:r=0 horizontalDirectionForTeleport:b=yes object:t="player" move_type:t="teleport" speed:r=0 } missionStopCutscene{ } missionCompleted{ } __playerCenterMouseAim{ } __wait{ time:r=20 } } else_actions{ } } } mission_objectives{ isCategory:b=yes is_enabled:b=yes 2{ is_enabled:b=no comments:t="" type:t="waypointsMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 waypointsType:t="Route" targetSize:r=500 scale:r=1 oriented:b=no ignoreDifficulty:b=no target:t="Enterprise point" } onSuccess{ } onFailed{ } } 3{ is_enabled:b=no comments:t="" type:t="waypointsMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 waypointsType:t="Route" targetSize:r=1000 scale:r=3 oriented:b=no ignoreDifficulty:b=no target:t="neuri attack02" } onSuccess{ } onFailed{ } } 4{ is_enabled:b=no comments:t="" type:t="abstractMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 } onSuccess{ } onFailed{ } } 5{ is_enabled:b=no comments:t="" type:t="abstractMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 } onSuccess{ } onFailed{ } } 6{ is_enabled:b=no comments:t="" type:t="abstractMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 } onSuccess{ } onFailed{ } } 7{ is_enabled:b=no comments:t="" type:t="abstractMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 } onSuccess{ } onFailed{ } } 8{ is_enabled:b=no comments:t="" type:t="abstractMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 } onSuccess{ } onFailed{ } } 9{ is_enabled:b=no comments:t="" type:t="abstractMissionObjective" props{ isPrimary:b=yes timeLimit:i=1800 scoreConst:i=100 scoreTime:i=400 waypointsType:t="Route" targetSize:r=500 scale:r=1 oriented:b=no ignoreDifficulty:b=no target:t="" } onSuccess{ } onFailed{ } } } variables{ } dialogs{ } airfields{ } effects{ } units{ structures{ name:t="structures_01" tm:m=[[7.54979e-008, 7.54979e-008, -1] [-1, 5.69993e-015, -7.54979e-008] [0, 1, 7.54979e-008] [15266.4, 883.716, -4899.24]] closed_waypoints:b=no unit_class:t="beton_simple_br" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=15 formation_type:t="cols" formation_div:i=1 formation_step:p2=0, 0.8 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } air_defence{ name:t="air_defence_01" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15358.6, 873.254, -4820.51]] closed_waypoints:b=no unit_class:t="aa_127mm_test" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="hold_fire" } way{ } } armada{ name:t="armada_02" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1272.14, 3000, -4854.44]] closed_waypoints:b=no unit_class:t="sbd-3" weapons:t="sbd_3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=36 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="kill_target" skill:i=5 player:b=yes numInWing:i=8 targetGnd:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="ATTACK_GROUND" targetDeviation{ trigger:t="machine gun" limits:p2=0, 1 defaultVal:r=0.2 } } } way{ armada_02_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15452.2, 3000, -4854.4]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_04" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1139.54, 3466.07, -4903.49]] closed_waypoints:b=no unit_class:t="d3a1" weapons:t="d3a1_mod25mark2" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=36 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ armada_04_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15385.7, 3466.1, -4903.5]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_05" tm:m=[[-0.999999, 7.45058e-008, -1.50996e-007] [7.45058e-008, 0.999999, 0] [1.50996e-007, -5.32907e-015, -1] [9593, 6000, -6056.88]] closed_waypoints:b=no unit_class:t="me-262c-2b" weapons:t="ME_262A_1A_default" objLayer:i=1 bullets0:t="new_cover" bullets1:t="structure_str" bullets2:t="CdMin_Fuse" bullets3:t="hp_105_jet" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=100 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 plane{ wing_formation:t="Diamond" row_distances:r=5 col_distances:r=5 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_06" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1139.54, 3700, -4700.5]] closed_waypoints:b=no unit_class:t="a6m2_zero" weapons:t="a6m2_default" objLayer:i=1 bullets0:t="type99mk1_all_tracers" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=5 col_distances:r=5 super_formation:t="Diamond" super_row_distances:r=2 super_col_distances:r=2 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ armada_06_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [14898.5, 3700, -4700.5]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_07" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1139.54, 3700, -5103]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="50cal_ground_targets" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=5 col_distances:r=5 super_formation:t="Diamond" super_row_distances:r=2 super_col_distances:r=2 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ armada_07_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [14747.2, 3700, -5103]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } structures{ name:t="structures_02" tm:m=[[1, 7.54979e-008, 0] [0, 5.69993e-015, -1] [-7.54979e-008, 1, 5.69993e-015] [15420, 883.716, -4894.6]] closed_waypoints:b=no unit_class:t="beton_simple_br" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=15 formation_type:t="cols" formation_div:i=1 formation_step:p2=0, 0.8 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_09" tm:m=[[-2.26494e-007, 7.54979e-008, 1] [1, 5.69993e-015, 2.26494e-007] [1.13999e-014, 1, -7.54979e-008] [15416.4, 883.716, -4741.43]] closed_waypoints:b=no unit_class:t="beton_simple_br" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=15 formation_type:t="cols" formation_div:i=1 formation_step:p2=0, 0.8 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_10" tm:m=[[-1, 7.54979e-008, -1.50996e-007] [-1.50996e-007, 5.69993e-015, 1] [7.54979e-008, 1, 5.69993e-015] [15263.3, 883.716, -4745.48]] closed_waypoints:b=no unit_class:t="beton_simple_br" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=15 formation_type:t="cols" formation_div:i=1 formation_step:p2=0, 0.8 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } ships{ name:t="ships_01" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17468.5, -478.5, -5881.72]] closed_waypoints:b=no unit_class:t="ijn_cv_akagi" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="AKAGI" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_02" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17468.5, -478.5, -6297.09]] closed_waypoints:b=no unit_class:t="uss_cv_enterprise" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="ENTERPRISE" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_03" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18156.9, -478.5, -5881.75]] closed_waypoints:b=no unit_class:t="ijn_cv_zuikaku" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="ZUIKAKU" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_04" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18156.9, -478.5, -6297.1]] closed_waypoints:b=no unit_class:t="uss_cv_lexington" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="LEXINGTON" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_05" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-16455.1, -478.5, -6084.81]] closed_waypoints:b=no unit_class:t="ijn_bb_yamato" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="YAMATO" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_06" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-16976.5, -478.5, -6084.81]] closed_waypoints:b=no unit_class:t="uss_bb_arizona" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="ARIZONA" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_07" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-16740.9, -478.5, -5422.39]] closed_waypoints:b=no unit_class:t="ijn_ca_myoko" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_08" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17175.7, -478.5, -5422.39]] closed_waypoints:b=no unit_class:t="ijn_ca_nagara" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_11" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-16740.9, -478.5, -6670.93]] closed_waypoints:b=no unit_class:t="uss_ca_sanfrancisco" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_10" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17175.7, -478.5, -6670.93]] closed_waypoints:b=no unit_class:t="uss_dd_georgetown" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_09" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17540.1, -478.5, -5422.4]] closed_waypoints:b=no unit_class:t="ijn_dd_shiratsuyu" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_12" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17978, -478.5, -5422.4]] closed_waypoints:b=no unit_class:t="ijn_dd_shiratsuyu" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_13" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18498.3, -478.5, -5422.4]] closed_waypoints:b=no unit_class:t="ijn_dd_shiratsuyu" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_16" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17540.1, -478.5, -6670.9]] closed_waypoints:b=no unit_class:t="uss_dd_versus" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_15" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17978, -478.5, -6670.9]] closed_waypoints:b=no unit_class:t="uss_dd_versus" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_17" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18498.3, -478.5, -6670.9]] closed_waypoints:b=no unit_class:t="uss_dd_versus" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_19" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18752.1, -478.5, -5881.75]] closed_waypoints:b=no unit_class:t="ijn_cv_soryu" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="SORYU" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_18" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18752.1, -478.5, -6297.1]] closed_waypoints:b=no unit_class:t="uss_cv_wasp" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="WASP" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_21" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19252.8, -478.5, -6407.36]] closed_waypoints:b=no unit_class:t="uss_dd_versus" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } ships{ name:t="ships_14" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19252.8, -478.5, -5789.04]] closed_waypoints:b=no unit_class:t="ijn_dd_shiratsuyu" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 formation_type:t="rows" formation_div:i=3 formation_step:p2=2.5, 2 formation_noise:p2=0.1, 0.1 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } armada{ name:t="armada_01" tm:m=[[0.707107, 0, 0.707107] [0, 1, 0] [-0.707107, 0, 0.707107] [105696, -49.999, -46849.8]] closed_waypoints:b=no unit_class:t="p-26a_33" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=1 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_09" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [10907.7, 1500, -4854.44]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_rockets" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=50 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 player:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_10" tm:m=[[7.54979e-008, 0, 1] [0, 1, 0] [-1, 8.88178e-016, 7.54979e-008] [-18266.3, 500, -23961]] closed_waypoints:b=no unit_class:t="b7a2" weapons:t="b7a2_type91mod2_torpedo" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=4 plane{ wing_formation:t="Line" row_distances:r=3 col_distances:r=3 super_formation:t="Line" super_row_distances:r=3 super_col_distances:r=3 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } squad{ name:t="squad_01" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18555.8, -478.5, -6076.96]] closed_waypoints:b=no unit_class:t="" weapons:t="" objLayer:i=3 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ squad_members:t="ships_01" squad_members:t="ships_02" squad_members:t="ships_03" squad_members:t="ships_04" squad_members:t="ships_05" squad_members:t="ships_06" squad_members:t="ships_07" squad_members:t="ships_08" squad_members:t="ships_11" squad_members:t="ships_10" squad_members:t="ships_09" squad_members:t="ships_12" squad_members:t="ships_13" squad_members:t="ships_16" squad_members:t="ships_15" squad_members:t="ships_17" squad_members:t="ships_19" squad_members:t="ships_18" squad_members:t="ships_21" squad_members:t="ships_14" } way{ } } squad{ name:t="squad_02" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [17019.1, -478.5, -5958.71]] closed_waypoints:b=no unit_class:t="" weapons:t="" objLayer:i=3 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ squad_members:t="structures_15" squad_members:t="structures_22" squad_members:t="structures_20" squad_members:t="structures_16" squad_members:t="structures_21" squad_members:t="structures_23" squad_members:t="structures_24" squad_members:t="structures_30" squad_members:t="structures_31" squad_members:t="structures_35" squad_members:t="structures_36" squad_members:t="structures_37" squad_members:t="structures_38" squad_members:t="structures_34" squad_members:t="structures_25" squad_members:t="structures_01" squad_members:t="air_defence_01" squad_members:t="structures_02" squad_members:t="structures_09" squad_members:t="structures_10" squad_members:t="structures_32" squad_members:t="structures_39" squad_members:t="structures_33" squad_members:t="structures_40" squad_members:t="structures_41" squad_members:t="structures_42" squad_members:t="structures_43" squad_members:t="structures_44" squad_members:t="air_defence_03" squad_members:t="structures_11" squad_members:t="structures_12" squad_members:t="structures_26" } way{ } } armada{ name:t="osu-2" tm:m=[[-1, 0, -1.50996e-007] [0, 1, 0] [1.50996e-007, 0, -1] [-16554.6, -466.001, -6095.65]] closed_waypoints:b=no unit_class:t="f1m2" weapons:t="f1m2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 speed:r=220 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_11" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17299.7, 170, -4860.42]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="50cal_ground_targets" bullets1:t="new_radiator" bullets2:t="new_compressor" bullets3:t="new_engine_injection" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_11_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-4685.03, 300, -5131.4]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_12" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17299.7, 150, -4945.87]] closed_waypoints:b=no unit_class:t="a6m2_zero" weapons:t="a6m2_default" objLayer:i=1 bullets0:t="type99mk1_all_tracers" bullets1:t="new_radiator" bullets2:t="new_compressor" bullets3:t="new_engine_injection" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_12_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-4685.03, 300, -5381.9]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_15" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18417.4, 120, -6027.3]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_rockets" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 player:b=yes numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_16" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18601.2, 170, -5637.4]] closed_waypoints:b=no unit_class:t="sbd-3" weapons:t="sbd_3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 player:b=yes numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_17" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18644.5, 170, -6492.68]] closed_waypoints:b=no unit_class:t="d3a1" weapons:t="d3a1_mod25mark2" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } squad{ name:t="squad_04" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-20043, 200, -6281.23]] closed_waypoints:b=no unit_class:t="" weapons:t="" objLayer:i=3 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ squad_members:t="armada_16" squad_members:t="armada_17" squad_members:t="armada_15" squad_members:t="armada_18" squad_members:t="armada_19" } way{ } } armada{ name:t="armada_18" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18967.2, 200, -7055.29]] closed_waypoints:b=no unit_class:t="a6m2_zero" weapons:t="a6m2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_18_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-4685.03, 300, -5434.24]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_19" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19072.9, 200, -5132.78]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_19_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-4685.03, 300, -5067.32]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_20" tm:m=[[0.996194, 0, 0.0871553] [0, 1, 0] [-0.0871553, 0, 0.996194] [10548.8, 4000, -13700.2]] closed_waypoints:b=no unit_class:t="f1m2" weapons:t="f1m2_default" objLayer:i=1 bullets0:t="" bullets1:t="new_compressor" bullets2:t="new_radiator" bullets3:t="new_cover" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 player:b=yes speed:r=300 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="sbd1" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18844.3, -78.4999, -7379.08]] closed_waypoints:b=no unit_class:t="sbd-3" weapons:t="sbd_3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 player:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="player" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18918.2, -78.4999, -7379.08]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_rockets" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 player:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="sbd03" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18976, -78.4999, -7379.08]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 player:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="sbd04" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19053.1, -78.4999, -7379.08]] closed_waypoints:b=no unit_class:t="d3a1" weapons:t="d3a1_mod25mark2" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 player:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="sbd05" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19148.6, -78.4999, -7379.08]] closed_waypoints:b=no unit_class:t="d3a1" weapons:t="d3a1_mod25mark2" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 player:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="sbd06" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19368.7, -78.4999, -7379.08]] closed_waypoints:b=no unit_class:t="a6m2_zero" weapons:t="a6m2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 player:b=yes plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } squad{ name:t="squad_03" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17818, -478.5, -6039.36]] closed_waypoints:b=no unit_class:t="" weapons:t="" objLayer:i=3 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ squad_members:t="sbd1" squad_members:t="player" squad_members:t="sbd03" squad_members:t="sbd04" squad_members:t="sbd05" squad_members:t="sbd06" } way{ } } squad{ name:t="squad_05" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-1133.98, -478.5, -8861.8]] closed_waypoints:b=no unit_class:t="" weapons:t="" objLayer:i=3 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ squad_members:t="armada_02" squad_members:t="armada_04" squad_members:t="armada_06" squad_members:t="armada_07" } way{ } } armada{ name:t="armada_23" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2310.6, 3000, -5052.94]] closed_waypoints:b=no unit_class:t="d3a1" weapons:t="d3a1_mod25mark2" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ armada_23_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15416.4, 3466.1, -5052.9]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_03" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2301.12, 3000, -4610.71]] closed_waypoints:b=no unit_class:t="sbd-3" weapons:t="sbd_3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 player:b=yes numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ armada_03_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15489.6, 3000, -4610.7]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } squad{ name:t="squad_06" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-300.1, -478.5, -12974.3]] closed_waypoints:b=no unit_class:t="" weapons:t="" objLayer:i=3 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ squad_members:t="armada_21" squad_members:t="armada_22" squad_members:t="armada_23" squad_members:t="armada_03" } way{ } } armada{ name:t="armada_21" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2305.91, 3100, -5052.9]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ armada_21_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [14814.2, 3100, -5052.9]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_22" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2290.32, 3100, -4610.7]] closed_waypoints:b=no unit_class:t="a6m2_zero" weapons:t="a6m2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=24 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ armada_22_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [14982.8, 3100, -4610.7]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_24" tm:m=[[-1, 0, -1.50996e-007] [0, 1, 0] [1.50996e-007, 0, -1] [24733.1, 2960, -4854.4]] closed_waypoints:b=no unit_class:t="he-162a-2" weapons:t="He_162A2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=1 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="hold_fire" skill:i=4 speed:r=4000 plane{ wing_formation:t="Line" row_distances:r=1 col_distances:r=3 super_formation:t="Line" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_24_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-350.02, 2960, -4854.4]] props{ speed:r=0 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } structures{ name:t="structures_22" tm:m=[[-1.89267e-007, 3.74541e-008, 1] [-0.537299, 0.843392, -1.33281e-007] [-0.843392, -0.537299, -1.39502e-007] [15044.6, 1195.03, -4664.8]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_20" tm:m=[[7.54979e-008, -1.06581e-014, 1] [-1, 5.66244e-007, 7.54979e-008] [-5.66244e-007, -1, 5.69993e-015] [14947.3, 920.9, -4666.83]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } structures{ name:t="structures_16" tm:m=[[0.707107, 0, 0.707107] [-0.707107, 7.54979e-008, 0.707107] [-5.33851e-008, -1, 5.33851e-008] [15160.4, 927.33, -4420.04]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_21" tm:m=[[-0.707107, 0, 0.707107] [-0.707107, 7.54979e-008, -0.707107] [-5.33851e-008, -1, -5.33851e-008] [14936.9, 925.106, -5009.49]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_23" tm:m=[[1, 2.4344e-008, 2.63618e-007] [-1.62173e-007, 0.843392, 0.537299] [-2.09253e-007, -0.537299, 0.843392] [15769.3, 1202.72, -4504.37]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=66 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_24" tm:m=[[1, 0, 3.01992e-007] [-3.01992e-007, 7.54979e-008, 1] [-2.27997e-014, -1, 7.54979e-008] [15501.8, 927.507, -4408.26]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_30" tm:m=[[-1, 2.4344e-008, -4.14614e-007] [2.43303e-007, 0.843392, -0.537299] [3.36602e-007, -0.537299, -0.843392] [14919.9, 1197.63, -5147.46]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=66 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_31" tm:m=[[-1, 0, -4.52988e-007] [4.52988e-007, 7.54979e-008, -1] [3.41996e-014, -1, -7.54979e-008] [15184.9, 925.713, -5244.09]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_35" tm:m=[[-0.707107, 0, -0.707107] [0.707107, 7.54979e-008, -0.707107] [5.33851e-008, -1, -5.33851e-008] [15526.9, 925.767, -5231.63]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_36" tm:m=[[0.707107, 0, -0.707107] [0.707107, 7.54979e-008, 0.707107] [5.33851e-008, -1, 5.33851e-008] [15750, 926.795, -4642.21]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_37" tm:m=[[3.40263e-007, 3.74541e-008, -1] [0.537299, 0.843392, 2.14411e-007] [0.843392, -0.537299, 2.66851e-007] [15666.4, 1201.78, -5248.93]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=66 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_38" tm:m=[[3.7749e-007, 0, -1] [1, 7.54979e-008, 3.7749e-007] [7.54979e-008, -1, 2.84997e-014] [15760, 926.38, -4985.47]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_25" tm:m=[[1, 3.01992e-007, 2.27998e-014] [-3.01992e-007, 1, 0] [-2.27997e-014, 0, 1] [15478.1, 1299.29, -4768.91]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=20 formation_type:t="cols" formation_div:i=2 formation_step:p2=0.5, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_11" tm:m=[[-7.54979e-008, -2.26494e-007, 1] [7.54979e-008, 1, 2.26494e-007] [-1, 7.54979e-008, -7.54979e-008] [15313.8, 931.654, -4741.28]] closed_waypoints:b=no unit_class:t="beton_simple_br" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=30 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0.8 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_12" tm:m=[[-7.54979e-008, 7.54982e-008, -1] [7.54979e-008, -1, -7.54982e-008] [-1, -7.54979e-008, 7.54979e-008] [15310.8, 835.295, -4899.08]] closed_waypoints:b=no unit_class:t="beton_simple_br" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=30 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0.8 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_33" tm:m=[[-1.89267e-007, 3.74541e-008, 1] [-0.537299, 0.843392, -1.33281e-007] [-0.843392, -0.537299, -1.39502e-007] [15044.6, 1195, -4400.67]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=20 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_40" tm:m=[[-1.89267e-007, 3.74541e-008, 1] [-0.537299, 0.843392, -1.33281e-007] [-0.843392, -0.537299, -1.39502e-007] [15044.6, 1195, -5008.52]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=20 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } air_defence{ name:t="air_defence_03" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15456.1, 1299.35, -4818.58]] closed_waypoints:b=no unit_class:t="aa_127mm_test" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=72 formation_type:t="rows" formation_div:i=8 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } armada{ name:t="armada_25" tm:m=[[7.54979e-008, 0, -1] [0, 1, 0] [1, 0, 7.54979e-008] [-14861.8, 100, 26756.1]] closed_waypoints:b=no unit_class:t="he-162a-2" weapons:t="He_162A2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=1 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 speed:r=2250 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_26" tm:m=[[7.54979e-008, 0, 1] [0, 1, 0] [-1, 0, 7.54979e-008] [-14861.8, 200, -3467.6]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 numInWing:i=4 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } structures{ name:t="structures_42" tm:m=[[-1.89267e-007, 1.13542e-007, -1] [-0.537299, -0.843392, 5.93235e-009] [-0.843392, 0.537299, 2.20632e-007] [15042.4, 765.754, -4638.53]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=20 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_41" tm:m=[[-1.89267e-007, 1.13542e-007, -1] [-0.537299, -0.843392, 5.93235e-009] [-0.843392, 0.537299, 2.20632e-007] [15042.4, 765.755, -5246.39]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=20 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_34" tm:m=[[1, -3.01992e-007, -6.83993e-014] [-3.01992e-007, -1, -1.50996e-007] [-2.27997e-014, 1.50996e-007, -1] [15475.9, 661.462, -4878.14]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=20 formation_type:t="cols" formation_div:i=2 formation_step:p2=0.5, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_43" tm:m=[[3.40263e-007, -1.8845e-007, 1] [0.537299, -0.843392, -3.4176e-007] [0.843392, 0.537299, -1.85721e-007] [15664.2, 758.969, -4398.12]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=66 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_39" tm:m=[[1, -2.4344e-008, -2.63618e-007] [-1.62173e-007, -0.843392, -0.537299] [-2.09253e-007, 0.537299, -0.843392] [15767.1, 758.029, -5142.68]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=66 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_44" tm:m=[[-1.89267e-007, 1.13542e-007, -1] [-0.537299, -0.843392, 5.93235e-009] [-0.843392, 0.537299, 2.20632e-007] [15042.4, 765.722, -4982.25]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } structures{ name:t="structures_32" tm:m=[[-1, -2.43441e-008, 4.14614e-007] [2.43303e-007, -0.843392, 0.537299] [3.36602e-007, 0.537299, 0.843392] [14917.7, 763.121, -4499.59]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=66 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" stealthRadius:r=0 } way{ } } armada{ name:t="armada_27" tm:m=[[-0.996194, -0.0871558, -1.50996e-007] [-0.0871558, 0.996194, 0] [1.50421e-007, 1.31601e-008, -1] [15291, 1080.72, -4843.25]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=4 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 speed:r=400 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_27_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [14705.9, 1061.56, -4843.3]] props{ speed:r=0 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_13" tm:m=[[7.54979e-008, 0, -1] [0, 1, 0] [1, 0, 7.54979e-008] [14593, 1093.25, -4596.93]] closed_waypoints:b=no unit_class:t="a6m2_zero" weapons:t="a6m2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_14" tm:m=[[7.54979e-008, 0, 1] [0, 1, 0] [-1, 0, 7.54979e-008] [14694.5, 1093.25, -4975.84]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=1 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 plane{ wing_formation:t="Diamond" row_distances:r=3 col_distances:r=3 super_formation:t="Diamond" super_row_distances:r=1.5 super_col_distances:r=1.5 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_28" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-20227.7, 200, -5132.78]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=8 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_28_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-4693.81, 300, -5067.32]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } armada{ name:t="armada_29" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19775.1, 170, -5637.4]] closed_waypoints:b=no unit_class:t="sbd-3" weapons:t="sbd_3_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=8 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 player:b=yes numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_30" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19603.8, 120, -6027.3]] closed_waypoints:b=no unit_class:t="f6f-3" weapons:t="f6f-3_rockets" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=8 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 player:b=yes numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_31" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19836.7, 170, -6492.68]] closed_waypoints:b=no unit_class:t="d3a1" weapons:t="d3a1_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=8 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=5 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="ACE" task:t="FLY_WAYPOINT" } } way{ } } armada{ name:t="armada_32" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-20208.2, 200, -7055.29]] closed_waypoints:b=no unit_class:t="a6m2_zero" weapons:t="a6m2_default" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=1 count:i=8 free_distance:r=70 floating_distance:r=50 minimum_distance_to_earth:r=20 altLimit:r=6000 attack_type:t="fire_at_will" skill:i=4 numInWing:i=8 plane{ wing_formation:t="Diamond" row_distances:r=4 col_distances:r=4 super_formation:t="Diamond" super_row_distances:r=1 super_col_distances:r=1 ai_skill:t="NORMAL" task:t="FLY_WAYPOINT" } } way{ armada_32_wp_01{ type:t="normal" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-4779.95, 300, -5434.24]] props{ speed:r=300 moveType:t="MOVETO_STRAIGHT" shouldKeepFormation:b=no } } } } squad{ name:t="squad_07" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-24520.5, -478.5, -8803.44]] closed_waypoints:b=no unit_class:t="" weapons:t="" objLayer:i=3 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ squad_members:t="armada_28" squad_members:t="armada_29" squad_members:t="armada_30" squad_members:t="armada_31" squad_members:t="armada_32" } way{ } } structures{ name:t="structures_15" tm:m=[[7.54979e-008, -1.06581e-014, 1] [-1, 5.66244e-007, 7.54979e-008] [-5.66244e-007, -1, 5.69993e-015] [14930.7, 920.9, -4666.83]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } structures{ name:t="structures_26" tm:m=[[7.54979e-008, -1.06581e-014, 1] [-1, 5.66244e-007, 7.54979e-008] [-5.66244e-007, -1, 5.69993e-015] [14956.9, 920.9, -4666.83]] closed_waypoints:b=no unit_class:t="berlin_bridge_05" weapons:t="" objLayer:i=1 bullets0:t="" bullets1:t="" bullets2:t="" bullets3:t="" bulletsCount0:i=0 bulletsCount1:i=0 bulletsCount2:i=0 bulletsCount3:i=0 props{ army:i=2 count:i=26 formation_type:t="cols" formation_div:i=2 formation_step:p2=0, 0 formation_noise:p2=0, 0 uniqueName:t="" attack_type:t="fire_at_will" } way{ } } } areas{ F4F_point{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1139.54, 3700, -5103]] objLayer:i=0 props{ } } zero_point{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1139.54, 3700, -4700.5]] objLayer:i=0 props{ } } type1_point{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1139.54, 3466.1, -4903.5]] objLayer:i=0 props{ } } sbd_point{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1075.43, 2980, -4854.4]] objLayer:i=0 props{ } } "Neuri point"{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [9392.8, 4000, -17408.3]] objLayer:i=0 props{ } } "Enterprise point"{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-15121.2, 300, -6182.46]] objLayer:i=0 props{ } } help{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-15936.1, 4000, -6182.46]] objLayer:i=0 props{ } } help2{ type:t="Box" tm:m=[[999.048, -43.6194, 0] [436.194, 9990.48, 0] [0, 0, 100000] [-11043.4, 697.215, -5615.5]] objLayer:i=0 props{ } } area_05{ type:t="Box" tm:m=[[-222.672, 0, 0] [0, 1, 0] [0, 0, -27] [-17459.6, -462.099, -6297.39]] objLayer:i=0 props{ } } area_06{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-9375.99, 1028.39, 3116.7]] objLayer:i=0 props{ } } "fleet point"{ type:t="Point" tm:m=[[0.173648, 0, -0.984808] [0, 1, 0] [0.984808, 0, 0.173648] [-16153.8, 200, -5337.28]] objLayer:i=0 props{ } } area_07{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-4895.06, -106.009, -6173.69]] objLayer:i=0 props{ } } area_10{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [13625.8, 350, -6027.3]] objLayer:i=0 props{ } } "Neuri point01"{ type:t="Box" tm:m=[[368.639, 0, 337.795] [0, 1000, 0] [-675.59, 0, 737.277] [9329.9, 3512.24, -17444.6]] objLayer:i=0 props{ } } "Enterprise point01"{ type:t="Box" tm:m=[[1000, 0, 0] [0, 10000, 0] [0, 0, 10000] [-14917, -23.6581, -6182.46]] objLayer:i=0 props{ } } area_08{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17914.3, 0, -7080.42]] objLayer:i=0 props{ } } sbd_point01{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2500.74, 2980, -4854.4]] objLayer:i=0 props{ } } sbd_point02{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1476.32, 4588.18, -3912.25]] objLayer:i=0 props{ } } "neuri attack"{ type:t="Box" tm:m=[[100, 0, 0] [0, 10000, 0] [0, 0, 10000] [6536.86, -58.145, -4903.5]] objLayer:i=0 props{ } } "neuri attack01"{ type:t="Box" tm:m=[[1000, 0, 0] [0, 10000, 0] [0, 0, 10000] [10704.1, -58.145, -4903.5]] objLayer:i=0 props{ } } "neuri attack02"{ type:t="Point" tm:m=[[100, 0, 0] [0, 10000, 0] [0, 0, 10000] [11094.7, 3313.61, -4903.5]] objLayer:i=0 props{ } } area_01{ type:t="Box" tm:m=[[100000, 0, 0] [0, 10000, 5.82077e-011] [0, 0, 100] [-14831.2, -50.3215, -5962.15]] objLayer:i=0 props{ } } area_02{ type:t="Box" tm:m=[[100000, 0, 0] [0, 10000, 0] [0, 0, 10] [-14928.3, 10.7661, -5520.72]] objLayer:i=0 props{ } } area_03{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-19229.7, 500, -6297.1]] objLayer:i=0 props{ } } area_04{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17236.3, 500, -6297.1]] objLayer:i=0 props{ } } area_09{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17725.5, 3000, -7381.6]] objLayer:i=0 props{ } } area_11{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18054.6, 3000, -7381.6]] objLayer:i=0 props{ } } area_12{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17725.5, 3000, -7748.32]] objLayer:i=0 props{ } } area_13{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-18054.6, 3000, -7764.23]] objLayer:i=0 props{ } } sbd_point03{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15504.1, 1600.3, -4907.44]] objLayer:i=0 props{ } } sbd_point04{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15504.1, 1600.3, -4744.76]] objLayer:i=0 props{ } } sbd_point05{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15541.7, 1701.38, -4744.76]] objLayer:i=0 props{ } } sbd_point06{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15544, 1701.38, -4895.11]] objLayer:i=0 props{ } } sbd_point07{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15307.5, 1600.3, -4744.76]] objLayer:i=0 props{ } } sbd_point08{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15307.5, 1600.3, -4925.29]] objLayer:i=0 props{ } } sbd_point09{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15525.3, 1701.38, -4895.11]] objLayer:i=0 props{ } } sbd_point10{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15470.6, 1600.3, -4907.44]] objLayer:i=0 props{ } } sbd_point11{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15232.7, 1600.3, -4925.29]] objLayer:i=0 props{ } } sbd_point12{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15148.7, 1600.3, -4744.76]] objLayer:i=0 props{ } } sbd_point13{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15455.8, 1600.3, -4744.76]] objLayer:i=0 props{ } } sbd_point14{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [15506, 1701.38, -4744.76]] objLayer:i=0 props{ } } area_14{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [8743.36, 500, -6297.1]] objLayer:i=0 props{ } } area_17{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17886.6, 3109.88, -7252.43]] objLayer:i=0 props{ } } area_16{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-17886.6, 3109.88, -7497.75]] objLayer:i=0 props{ } } spawnpoint_9{ type:t="Point" tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [14018.6, 1500, -4854.4]] objLayer:i=0 props{ } } } objLayers{ layer{ enabled:b=yes } layer{ enabled:b=yes } layer{ enabled:b=yes } layer{ enabled:b=yes } }