World:
	LuaScript:
		Scripts: Defend.lua, Flags.lua
	MissionData:
		Briefing: Defend your bases against the incoming forces.\nWinnerteam is wich first kill the enemy bases or survive longer.\nAll chargetimes are halfed!\n\nCheck Settings!\nChoose difficulty\nThe Startingunits sidebar is used to set how many enemy units appear. Less % for easyier mode!\n
	CrateSpawner:
		CheckboxEnabled: True
		CheckboxLocked: True
	MapBuildRadius:
		AllyBuildRadiusCheckboxLocked: True
		AllyBuildRadiusCheckboxEnabled: True
	MapOptions:
		TechLevel: unrestricted
		ShortGameCheckboxLocked: True
		ShortGameCheckboxEnabled: False
		TechLevelDropdownDisplayOrder: 1
	ScriptLobbyDropdown@difficulty:
		ID: difficulty
		Label: Difficulty
		Values:
			easy: Easy
			normal: Normal
			hard: Hard
			unbelievable: Unbelievable
		Default: easy
	MPStartUnits@0sec:
		ClassName: 100% Enemy Units
		Class: 0sec
		SupportActors: dog
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		Factions: allies, england, france, germany, soviet, russia, ukraine
	MPStartUnits@5sec:
		ClassName: 90% Enemy Units
		Class: 5sec
		SupportActors: e1
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		Factions: allies, england, france, germany, soviet, russia, ukraine
	MPStartUnits@10sec:
		ClassName: 80% Enemy Units
		Class: 10sec
		SupportActors: e2
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		Factions: allies, england, france, germany, soviet, russia, ukraine
	MPStartUnits@15sec:
		ClassName: 70% Enemy Units
		Class: none
		SupportActors: e3
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		Factions: allies, england, france, germany, soviet, russia, ukraine
	MPStartUnits@20sec:
		ClassName: 60% Enemy Units
		Class: 20sec
		SupportActors: medi
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		Factions: allies, england, france, germany, soviet, russia, ukraine
	MPStartUnits@25sec:
		ClassName: 50% Enemy Units
		Class: 25sec
		SupportActors: mech
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		Factions: allies, england, france, germany, soviet, russia, ukraine
	MPStartUnits@30sec:
		ClassName: 40% Enemy Units
		Class: 30sec
		SupportActors: e6
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		Factions: allies, england, france, germany, soviet, russia, ukraine
	-MPStartUnits@mcvonly:
	-MPStartUnits@lightallies:
	-MPStartUnits@lightsoviet:
	-MPStartUnits@heavyallies:
	-MPStartUnits@heavysoviet:
	SpawnMPUnits:
		DropdownDisplayOrder: 2
	FlashPaletteEffect@LIGHTNINGSTRIKE:
		Type: LightningStrike
	GlobalLightingPaletteEffect:
		ExcludePalettes: cursor, chrome, colorpicker, fog, shroud, alpha, lighting, effect
		Red: 1
		Green: 1
		Blue: 1
		Ambient: 1
	PaletteFromFile@spidercostume:
		Name: spidercostume
		Filename: spideypalette.pal
		Tileset: temperat
		ShadowIndex: 4
		AllowModifiers: false
	PaletteFromFile@pinky:
		Name: pinky
		Filename: pinky.pal
		ShadowIndex: 1
		AllowModifiers: false
	MusicPlaylist:
		-VictoryMusic:
		-DefeatMusic:
		BackgroundMusic: rain





^Palettes:
	PaletteFromFile@static:
		Name: staticterrain
		Filename: temperatcnc.pal
		ShadowIndex: 4
	PaletteFromFile@SPECIALEFFECTS_RED:
		Name: special_red
		Filename: spc_red.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromFile@SPECIALEFFECTS_BLUE:
		Name: special_blue
		Filename: spc_blue.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromFile@SPECIALEFFECTS_BLUE2:
		Name: special_blu2
		Filename: spc_blu2.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromPaletteWithAlpha@SPC_BLUE:
		BasePalette: special_blue
		Name: special_blue_alpha50
		Alpha: 0.5
	PaletteFromPaletteWithAlpha@SPC_BLUE2:
		BasePalette: special_blu2
		Name: special_blu2_alpha50
		Alpha: 0.5

^Vehicle:
	-GivesBounty:

^Infantry:
	-GivesBounty:
	Explodes:
		Weapon: Blood
		EmptyWeapon: Blood

^Ship:
	-GivesBounty:

^Plane:
	-GivesBounty:

^BasicBuilding:
	-GivesBounty:

Player:
	Shroud:
		ExploredMapCheckboxEnabled: True
	-ConquestVictoryConditions:
	LobbyPrerequisiteCheckbox@GLOBALBOUNTY:
		Enabled: False
		Locked: True

V2RL:
	AutoTarget:
		ScanRadius: 10

FACT:
	-Transforms:
	-Sellable:
	BaseProvider:
		Range: 15c0
	Health:
		HP: 200000
powerproxy.parazombies:
	Inherits: powerproxy.paratroopers
	ParatroopersPower:
		DropItems: ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE

powerproxy.parayaks:
	Inherits: powerproxy.paratroopers
	AirstrikePower@parayaks:
		OrderName: Parayaks
		Icon: parayaks
		ChargeTime: 50
		Description: Parayaks
		LongDesc: A squad of Yaks fire on your target.
		SelectTargetSound: select2.aud
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: parayak
		QuantizedFacings: 8
		DisplayBeacon: true
		BeaconPoster: yakicon
		SquadSize: 5
		SquadOffset: -1400,1400,0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles

FACT.ENEMY:
	Inherits: FACT
	-BaseProvider:
	RenderSprites:
		Image: fact

PROC:
	Buildable:
		BuildLimit: 1
HARV:
	Buildable:
		BuildLimit: 4
OILB:
	-Targetable:
	BaseProvider:
		Range: 9c0
	GivesBuildableArea:
		AreaTypes: building
	CashTrickler:
		Amount: 500
		Interval: 450
Much.APWR:
	Inherits: APWR
	RenderSprites:
		Image: apwr
	Health:
		HP: 250000
	Power:
		Amount: 10000
	-Buildable:

CTFLAG:
	RevealsShroud:
		Range: 8c0
		Type: CenterPosition
	Tooltip:
		Name: Control point
		ShowOwnerRow: true
		GenericVisibility: Ally, Enemy, Neutral
	AppearsOnRadar:
	FrozenUnderFog:
		AlwaysVisibleStances: Ally, Enemy, Neutral

CTFLAGII:
	Inherits: CTFLAG
	RenderSprites:
		Image: ctflag
CTFLAGIII:
	Inherits: CTFLAG
	RenderSprites:
		Image: ctflag
CTFLAGIV:
	Inherits: CTFLAG
	RenderSprites:
		Image: ctflag

CTFLAGRA:
	Inherits: CTFLAG
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	Tooltip:
		Name: Control point
		ShowOwnerRow: true
		GenericVisibility: Ally, Enemy, Neutral
	RenderSprites:
		Image: ctfflagra
	WithSpriteBody:
		StartSequence: open
	BodyOrientation:
		QuantizedFacings: 1
	AppearsOnRadar:
	FrozenUnderFog:
		AlwaysVisibleStances: Ally, Enemy, Neutral
SBAG:
	-Buildable:

FENC:
	-Buildable:

BRIK:
	-Buildable:

HPAD.RUSSIA:
	Inherits: HPAD
	Buildable:
		Prerequisites: dome, ~structures.russia, ~techlevel.high
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: aircraft.russia
	RenderSprites:
		Image: HPAD

HIND:
	Buildable:
		Prerequisites: hpad.russia, ~aircraft.russia, ~techlevel.medium
	Aircraft:
		RearmBuildings: hpad.russia
TRAN:
	Buildable:
		Prerequisites: hpad, ~aircraft.allies, ~techlevel.medium
HELI:
	Buildable:
		Prerequisites: hpad, atek, ~aircraft.allies, ~techlevel.high

nix01pr:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	EditorTilesetFilter:
		Categories: System
	WithTextDecoration:
		Text: Protector II
		UsePlayerColor: True
		ValidStances: Ally, Enemy, Neutral
		ZOffset: 1023
		Font: Title
nix01and:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	EditorTilesetFilter:
		Categories: System
	WithTextDecoration:
		Text: +
		UsePlayerColor: True
		ValidStances: Ally, Enemy, Neutral
		ZOffset: 4000
		Font: Title

nix01wins:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	EditorTilesetFilter:
		Categories: System
	WithTextDecoration:
		Text: win the Game!
		UsePlayerColor: True
		ValidStances: Ally, Enemy, Neutral
		ZOffset: 4000
		Font: Title

nix01pname:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Image: empty
	WithSpriteBody:
	Building:
		Footprint: _
		Dimensions: 1,1
	AlwaysVisible:
	Interactable:
	ScriptTriggers:
	EditorTilesetFilter:
		Categories: System
	RenderNameTag:
		UsePlayerColor: True
		ZOffset: 4000
		Font: Title
		MaxLength: 16
ParaYAK.Husk:
	Inherits: YAK.Husk
	RenderSprites:
		Image: yak4


Parayak:
	Inherits: ^Plane
	Health:
		HP: 26421
	Armor:
		Type: Light
	Aircraft:
		CruiseAltitude: 3000
		ROT: 4
		Speed: 225
		Repulsable: False
		MaximumPitch: 56
		AirborneUpgrades: airborne
	Interactable:
	-Voiced:
	-GainsExperience:
	-EjectOnDeath:
	Tooltip:
		Name: ParaYak
	SpawnActorOnDeath:
		Actor: ParaYAK.Husk
	RenderSprites:
		Image: yak4
	AttackBomber:
		Armaments: primary, secondary
		Guns: primary
		Bombs: secondary
	Armament@PRIMARY:
		Name: primary
		Weapon: ParaFire
		LocalOffset: 256,-213,0
		MuzzleSequence: muzzle
	WithMuzzleOverlay:
	Armament@SECONDARY:
		Name: secondary
		Weapon: ParaFire
		LocalOffset: 256,213,0
		MuzzleSequence: muzzle
	Contrail@1:
		Offset: -600,80,0
		TrailLength: 10
	Contrail@2:
		Offset: -600,-80,0
		TrailLength: 10
	SmokeTrailWhenDamaged:
		Offset: -853,0,0
		Interval: 2
LYNX:
	Inherits: HIND
	Buildable:
		Prerequisites: ~hpad, ~aircraft.england, ~techlevel.medium
	Tooltip:
		Name: Westland Lynx
	RenderSprites:
		Image: linx
		Scale: 1.05
	Aircraft:
		RearmBuildings: hpad
	SpawnActorOnDeath:
		Actor: LYNX.Husk
	Armament@PRIMARY:
		Weapon: ChainGunIV
	Armament@SECONDARY:
		Weapon: ChainGunV
LYNX.Husk:
	Inherits: HIND.Husk
	Tooltip:
		Name: Westland Lynx
	RenderSprites:
		Image: linx
		Scale: 1.05
COBRA:
	Inherits: HIND
	Buildable:
		Prerequisites: ~hpad, ~aircraft.france, ~techlevel.medium
	Tooltip:
		Name: AH-1 Cobra
	RenderSprites:
		Image: cobra
		Scale: 1.1
	Aircraft:
		RearmBuildings: hpad
		Speed: 90
	Health:
		HP: 13000
	SpawnActorOnDeath:
		Actor: COBRA.Husk
	Armament@SECONDARY:
		Weapon: ChainGunIII
	AmmoPool:
		Ammo: 28
		PipCount: 7
COBRA.Husk:
	Inherits: HIND.Husk
	Tooltip:
		Name: AH-1 Cobra
	RenderSprites:
		Image: cobra
		Scale: 1.1
HUEY:
	Inherits: HIND
	Buildable:
		Prerequisites: ~hpad, ~aircraft.germany, ~techlevel.medium
	Tooltip:
		Name: Huey
	RenderSprites:
		Image: HUEY
		Scale: 0.9
	Aircraft:
		RearmBuildings: hpad
		Speed: 140
	Health:
		HP: 11000
	SpawnActorOnDeath:
		Actor: HUEY.Husk
	Armament@PRIMARY:
		Weapon: ChainGunII
	Armament@SECONDARY:
		Weapon: ChainGunII
	AmmoPool:
		Ammo: 20
		PipCount: 5
HUEY.Husk:
	Inherits: HIND.Husk
	Tooltip:
		Name: Huey
	RenderSprites:
		Scale: 0.9
		Image: huey

IRON:
	GrantExternalConditionPower@IRONCURTAIN:
		ChargeInterval: 1500

PDOX:
	ChronoshiftPower@advancedchronoshift:
		ChargeInterval: 1500

ATEK:
	GpsPower:
		ChargeInterval: 6000

AFLD:
	AirstrikePower@spyplane:
		ChargeInterval: 1875
	ParatroopersPower@paratroopers:
		ChargeInterval: 3750
	AirstrikePower@parabombs:
		ChargeInterval: 3750

MSLO:
	NukePower:
		ChargeInterval: 6000
	WithNukeLaunchAnimation:


^Monster:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^IronCurtainable
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	GivesBounty:
		Percentage: 100
	AppearsOnRadar:
		UseLocation: yes
	Valued:
		Cost: 500
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 10
		Prerequisites: ~disabled
	Tooltip:
		GenericName: Monster
	Mobile:
		Crushes: mine
		SharesCell: false
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Bridge: 100
			Ore: 80
			Gems: 80
			Beach: 80
		TurnSpeed: 8
		Speed: 50
	Health:
		HP: 30000
		Radius: 512
	Armor:
		Type: None
	RevealsShroud:
		Range: 5c0
	SelectionDecorations:
	Selectable:
		Bounds: 24,24,0,-4
	AutoTarget:
		InitialStance: AttackAnything
		ScanRadius: 10
	WithInfantryBody:
		IdleSequences: idle
		MinIdleWaitTicks: 12
		MaxIdleWaitTicks: 50
		StandSequences: idle
		MoveSequence: run
		DefaultAttackSequence: shoot
	HiddenUnderFog:
	DrawLineToTarget:
	ActorLostNotification:
	CombatDebugOverlay:
	Guard:
	Guardable:
	BodyOrientation:
	Huntable:
	UpdatesPlayerStatistics:
	AttackFrontal:
		Voice: Action
	AttackMove:
		Voice: Action
	WithMuzzleOverlay:
	Targetable:
		TargetTypes: Ground, Vehicle
	WithDeathAnimation:
		DeathSequencePalette: spidercostume
		DeathPaletteIsPlayerPalette: False
		DeathSequence: die
		UseDeathTypeSuffix: false
	ScriptTriggers:
	AnnounceOnKill:
	SelfHealing:
		Step: 1000
		Ticks: 25
		HealIfBelow: 1
		DamageCooldown: 375
	DeathSounds:
		Voice: Die
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
	Voiced:
		VoiceSet: MutatedVoices
	WithDamageOverlay:
	CombatDebugOverlay:
	KillsSelf:
		RequiresCondition: invulnerability
	Chronoshiftable:
		ExplodeInstead: True
	HitShape:

IMP:
	Inherits: ^Monster
	Inherits@3: ^SpriteActor
	ConditionManager:
	Buildable:
		Queue: Vehicle
		BuildAtProductionType: Vehicle
		BuildPaletteOrder: 210
		Prerequisites: fix, atek, ~vehicles.allies, ~techlevel.high, ~bio
		Description: A Demon that shoots salvo of plasma balls.\nStrong vs buildings vs vehicles
	BodyOrientation:
	Valued:
		Cost: 100
	Tooltip:
		Name: Imp
	Health:
		HP: 45000
	Armor:
		Type: Heavy
	Voiced:
		VoiceSet: ImpVoices
		Volume: 3
	Selectable:
		Voice: Select
		Bounds: 20,32,0,-10
	AnnounceOnKill:
		Voice: Kill
	Mobile:
		Voice: Move
		Speed: 45
		Crushes: wall, mine, crate, heavywall
		SharesCell: false
	DeathSounds:
		Voice: Die
	AttackMove:
		Voice: Action
	RenderSprites:
		Image: imp
		Palette: spidercostume
	-WithDamageOverlay:
	Armament@PRIMARY:
		Weapon: PlasmaPuff
		LocalOffset: 256, 256, 600, 256, -256, 600
	Chronoshiftable:
		ExplodeInstead: True
	AutoTarget:

PVICE:
	Inherits: ^Monster
	Inherits@3: ^SpriteActor
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 203
		BuildAtProductionType: Vehicle
		Prerequisites: ~bio, dome
		Description: Mutated humans that munch enemies. \n Strong vs Infantry.
	Valued:
		Cost: 100
	Crushable:
		CrushSound: squishy2.aud
	Tooltip:
		Name: Mutant
	Selectable:
		Voice: Select
		Bounds: 18,18,-3,-2
	Health:
		HP: 14000
	Armor:
		Type: None
	Mobile:
		Voice: Move
		Speed: 85
		SharesCell: true
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: Munch
	-Explodes:
	AutoTarget:
	Targetable:
	RenderSprites:
		Image: pvice
		Palette: terrain
	WithDeathAnimation:
		DeathSequence: die
		DeathSequencePalette: player
		CrushedSequence: die
	WithInfantryBody:
		IdleSequences: idle
		DefaultAttackSequence: idle
		MinIdleWaitTicks: 12
		MaxIdleWaitTicks: 50
		StandSequences: idle
		MoveSequence: idle
	Voiced:
		VoiceSet: MutatedVoices
		Volume: 3
	AnnounceOnKill:
		Voice: Kill
	DeathSounds:
		Voice: Die
	AttackMove:
		Voice: Action
	ConditionManager:
	-WithDamageOverlay:
	Chronoshiftable:
		ExplodeInstead: True

BSPI:
	Inherits: ^Monster
	Inherits@3: ^SpriteActor
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 204
		BuildAtProductionType: Vehicle
		Prerequisites: ~bio, dome
		Description: This spiderbot shoots balls of\nflames at its victims.\nStrong vs Infantry.
	Valued:
		Cost: 100
	Crushable:
		CrushSound: squishy2.aud
	Tooltip:
		Name: Arachnotron
	Selectable:
		Voice: Select
		Bounds: 24,24,0,-4
	Health:
		HP: 12800
	Armor:
		Type: Light
	Mobile:
		Voice: Move
		Speed: 110
		SharesCell: true
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: CannonBall
		MuzzleSequence: muzzle
		LocalOffset: 300, 0, 150
		FireDelay: 1
	-Explodes:
	AutoTarget:
	Targetable:
	RenderSprites:
		Image: bspi
		Palette: spidercostume
	WithDeathAnimation:
		DeathSequence: die
		DeathSequencePalette: spidercostume
		CrushedSequence: die
		CrushedSequencePalette: spidercostume
	WithInfantryBody:
		IdleSequences: idle
		DefaultAttackSequence: idle
		StandSequences: idle
		MoveSequence: run
	Voiced:
		VoiceSet: ArachnotronVoices
		Volume: 3
	AnnounceOnKill:
		Voice: Kill
	DeathSounds:
		Voice: Die
	AttackMove:
		Voice: Action
	ConditionManager:
	UpdatesPlayerStatistics:
	-WithDamageOverlay:
	Chronoshiftable:
		ExplodeInstead: True

REVE:
	Inherits: ^Monster
	Inherits@3: ^SpriteActor
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 205
		BuildAtProductionType: Vehicle
		Prerequisites: ~bio, dome
		Description: Shoots balls of fire killing\ngroups of infantry\nand damaging buildings \n Strong vs Infantry vs buildings
	Valued:
		Cost: 100
	Tooltip:
		Name: Revenant
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Selectable:
		Bounds: 20,32,0,-10
		Voice: Select
	Mobile:
		Voice: Move
		Speed: 70
		Crushes: wall, mine, crate
		SharesCell: true
	RevealsShroud:
		Range: 5c0
	AutoTarget:
	RenderSprites:
		Image: reve
		Palette: spidercostume
	WithDeathAnimation:
		DeathSequence: die
		DeathSequencePalette: spidercostume
	WithInfantryBody:
		IdleSequences: idle
		DefaultAttackSequence: shoot
		StandSequences: idle
		MoveSequence: run
	Voiced:
		VoiceSet: RevenantVoices
		Volume: 3
	AnnounceOnKill:
		Voice: Kill
	DeathSounds:
		Voice: Die
	AttackMove:
		Voice: Move
	ConditionManager:
	-WithDamageOverlay:
	Armament@PRIMARY:
		Weapon: Fireball
		LocalOffset: 150, 320, 700
		FireDelay: 7
	Armament@SECONDARY:
		Weapon: Fireball
		LocalOffset: 150, -320, 700
		FireDelay: 7
	Armament@THIRD:
		Weapon: FireballAA
		LocalOffset: 150, 320, 700
		FireDelay: 7
	Armament@FOURTH:
		Weapon: FireballAA
		LocalOffset: 150, -320, 700
		FireDelay: 10
	Chronoshiftable:
		ExplodeInstead: True

PINKY:
	Inherits: ^Monster
	Inherits@3: ^SpriteActor
	ConditionManager:
	Buildable:
		Queue: Vehicle
		BuildAtProductionType: Vehicle
		BuildPaletteOrder: 215
		Prerequisites: fix, atek, ~vehicles.allies, ~techlevel.high, ~bio
		Description: A Demon that shoots devastation fireballs\nclearing waves of infantry and buildings in its path.\nStrong vs Everything
	-WithDamageOverlay:
	Valued:
		Cost: 100
	Tooltip:
		Name: Demon
	Health:
		HP: 80000
	Armor:
		Type: Wood
	Mobile:
		Voice: Move
		Speed: 55
		Crushes: wall, mine, crate, heavywall
		SharesCell: false
	Selectable:
		Voice: Select
		Bounds: 35,40,0,-10
		DecorationBounds: 35,40,0,-10
	AutoTarget:
	Armament@PRIMARY:
		LocalOffset: 150,0,700
		Weapon: FireBurst
		FireDelay: 3
	Voiced:
		VoiceSet: PinkVoices
		Volume: 10
	AnnounceOnKill:
		Voice: Kill
	DeathSounds:
		Voice: Die
		VolumeMultiplier: 3
	SelectionDecorations:
	WithDeathAnimation:
		DeathSequencePalette: pinky
		DeathPaletteIsPlayerPalette: false
	-Explodes:
	RenderSprites:
		Image: pinky
		Scale: 1
		Palette: pinky
	Targetable:
	BodyOrientation:
	Chronoshiftable:
		ExplodeInstead: True

MANC:
	Inherits: ^Monster
	Inherits@3: ^SpriteActor
	Buildable:
		Queue: Vehicle
		BuildAtProductionType: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: fix, atek, ~vehicles.allies, ~techlevel.high, ~bio
		Description: Spat up from hell itself this unit shoots a deadly Plasma Burst.\nStrong vs Everything
	Valued:
		Cost: 100
	Tooltip:
		Name: Mancubus
	Mobile:
		Speed: 30
		SharesCell: false
	Health:
		HP: 100000
	Armor:
		Type: Heavy
	Selectable:
		Voice: Select
		Bounds: 38,38,0,-7
	Mobile:
		TurnSpeed: 4
		Voice: Move
		Speed: 30
		Crushes: wall, mine, crate, infantry, heavywall
	RevealsShroud:
		Range: 10c0
	AutoTarget:
	RenderSprites:
		Image: manc
		Palette: spidercostume
	Armament@PRIMARY:
		Weapon: PlasmaBurst
		LocalOffset: 1200, 570, 400
	Armament@SECONDARY:
		Weapon: PlasmaBurst
		LocalOffset: 1200, -570, 400
	WithDeathAnimation:
		DeathSequence: die
		DeathSequencePalette: spidercostume
	WithInfantryBody:
		IdleSequences: idle
		DefaultAttackSequence: shoot
		StandSequences: idle
		MoveSequence: run
	Voiced:
		VoiceSet: MancubusVoices
		Volume: 7
	AnnounceOnKill:
		Voice: Kill
	DeathSounds:
		Voice: Die
		VolumeMultiplier: 5
	AttackMove:
		Voice: Move
	ConditionManager:
	-WithDamageOverlay:
	Chronoshiftable:
		ExplodeInstead: True

UFO.Beamer:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 1234
	Tooltip:
		Name: Reichsflugscheibe
		Description: DESCRIPTION REMOVED FOR THE SAKE OF POLITICAL CORRECTNESS
	Health:
		HP: 20236
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~techlevel.medium
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	RenderSprites:
		Image: ufobeamer
		Palette: pinky
	Selectable:
		Voice: Select
		Bounds: 38,38,0,0
	Aircraft:
		RearmBuildings: hpad
		TurnSpeed: 100
		Speed: 100
		Voice: Move
	Armament@PRIMARY:
		Weapon: UFOBeam
		LocalOffset: -10,0,35
		PauseOnCondition: !ammo
	WithAttackOverlay:
		Sequence: beam
		Palette: special_red
		LocalOffset: -10,0,35
	WithMuzzleOverlay:
	AttackMove:
		Voice: AttackMove
	AttackHeli:
		FacingTolerance: 20
	AutoTarget:
	Voiced:
		VoiceSet: WolkenVoice
		Volume: 2
	SpawnActorOnDeath:
		Actor: Beamer.Husk
	-EjectOnDeath:
	AmmoPool:
		Ammo: 50
		PipCount: 5
		AmmoCondition: ammo
	ReloadAmmoPool:
		Delay: 25
		Count: 1



UFO.LASER:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 2345
	Tooltip:
		Name: Reichsflugscheibe
		Description: DESCRIPTION REMOVED FOR THE SAKE OF POLITICAL CORRECTNESS
	Health:
		HP: 8337
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: hpad, ~techlevel.medium
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	RenderSprites:
		Image: ufolaser
	Selectable:
		Voice: Select
		Bounds: 38,38,0,0
	Aircraft:
		RearmBuildings: hpad
		TurnSpeed: 255
		Speed: 250
		Voice: Move
	Armament@PRIMARY:
		Weapon: UFOAGLaser
		LocalOffset: 0,0,0
		MuzzleSequence: muzzle
		MuzzlePalette: special_blu2
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: UFOAALaser
		LocalOffset: 0,0,0
		MuzzleSequence: muzzle
		MuzzlePalette: special_blu2
		PauseOnCondition: !ammo
	WithMuzzleOverlay:
	AttackMove:
		Voice: AttackMove
	AttackHeli:
		FacingTolerance: 20
	AutoTarget:
	Voiced:
		VoiceSet: WolkenVoice
		Volume: 2
	SpawnActorOnDeath:
		Actor: Laser.Husk
	-EjectOnDeath:
	Hovers@CRUISING:
		RequiresCondition: rank-elite
	AmmoPool:
		Ammo: 30
		PipCount: 5
		AmmoCondition: ammo
	ReloadAmmoPool:
		Delay: 25
		Count: 1



Laser.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: ex-ufo
	FallsToEarth:
		Spins: false
		Moves: false
		Explosion: UfoCrash
		Velocity: 25
	RenderSprites:
		Image: ufolaser
	RevealsShroud:
		Range: 5c0
		Type: CenterPosition
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129

Beamer.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: ex-ufo
	FallsToEarth:
		Spins: false
		Moves: false
		Explosion: UfoCrash
		Velocity: 10
	RenderSprites:
		Image: ufobeamer
		Palette: pinky
	RevealsShroud:
		Range: 5c0
		Type: CenterPosition
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
