World:
	LuaScript:
		Scripts: mission.lua
	
^Palettes:                
	PaletteFromFile@temptd:
		Name: temptd
		Filename: bits/temperattd.pal
		ShadowIndex: 4
	PlayerColorPalette@TD:
		BasePalette: temptd
		BaseName: playertd
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	PaletteFromFile@chromeTD:
		Name: chrometd
		Filename: bits/temperattd.pal
		ShadowIndex: 3
		AllowModifiers: false
	PaletteFromRGBA@invred:
		Name: invred
		R: 128
		G: 0
		B: 0
		A: 128

TSLA:
	Buildable:
		Description: Advanced base defense.\nRequires power to operate.\n  Strong vs Vehicles, Infantry\n  Weak vs Aircraft
	RevealsShroud:
		MinRange: 6c0
		Range: 7c0
	-DetectCloaked:
GUN:
	Buildable:
		Description: Anti-Armor base defense.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	RevealsShroud:
		MinRange: 5c0
		Range: 6c512
	-DetectCloaked:
FTUR:
	Buildable:
		Description: Anti-Infantry base defense.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	-DetectCloaked:
PBOX:
	Buildable:
		Description: Static defense with a fireport for\na garrisoned soldier.\n  Strong vs Infantry, Light armor\n  Weak vs Tanks, Aircraft
	-DetectCloaked:

1TNK:
	Buildable:                                          
		Prerequisites: ~disabled

TRAN:
	Buildable:
		BuildAtProductionType: Aircraft
		Prerequisites: ~techlevel.medium
	Health:
		HP: 14000

MRJ:
	Mobile:
		Speed: 78

2TNK:
	Health:
		HP: 46000

TENT:
	Valued:
		Cost: 600

BARR:
	Valued:
		Cost: 600

WEAP:
	Valued:
		Cost: 1825

DOME:
	Valued:
		Cost: 1500

Player:
	Inherits: ^BasePlayer
	TechTree:
	ClassicProductionQueue@Building:
	    BuildTimeSpeedReduction: 100, 71, 63, 56, 50
	ClassicProductionQueue@Defense:
	    BuildTimeSpeedReduction: 100, 71, 63, 56, 50
	ClassicProductionQueue@Vehicle:
	ClassicProductionQueue@Infantry:
	    BuildTimeSpeedReduction: 100, 71, 63, 56, 50
	ClassicProductionQueue@Ship:
	    BuildTimeSpeedReduction: 100, 71, 63, 56, 50
	ClassicProductionQueue@Aircraft:
	    BuildTimeSpeedReduction: 100, 71, 63, 56, 50

FTRK:
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		LoadingCondition: notmobile

STNK:
	Buildable:
		BuildDuration: 1165
		BuildLimit: 3
		Description: Armored infantry transport which \ncan cloak. Armed with anti-ground missiles.\nMaxium 3 can be built.\n  Strong vs Vehicles \n  Weak vs Infantry, Aircraft 
	Valued:
		Cost: 2000
	Health:
		HP: 46000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 100
	Cargo:
		MaxWeight: 10
		PipCount: 10

CTNK:
	Buildable:
		BuildDuration: 1165
	Valued:
		Cost: 1500
	Armor:
		Type: Heavy
	Health:
		HP: 60000
	Mobile:
		Speed: 71
	PortableChrono:
		ChargeDelay: 500
		MaxDistance: 18

TTNK:
	Buildable:
		BuildDuration: 2000
		Prerequisites: stek, ~vehicles.russia, ~techlevel.high
	Valued:
		Cost: 2000
	Mobile:
		Speed: 85


TRUK:
	Buildable:
		BuildDuration: 170
	Valued:
		Cost: 1000
	DeliversCash:
		Payload: 1000

SNIPER:
	Buildable:
		Description: Elite sniper infantry unit.\n Maximum 5 can be trained.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
		Prerequisites: dome, ~tent, ~techlevel.medium
		BuildDuration: 378
		BuildLimit: 5
	Valued:
		Cost: 500
	AutoTarget:
		InitialStance: Defend
	Cloak:
		UncloakOn: Attack, Unload, Infiltrate, Demolish

DOG:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildDuration: 85
		Prerequisites: ~barracks, ~techlevel.infonly
		Description: Cheap scout \n Can detect spies. \n  Strong vs Infantry \n  Weak vs Vehicles, Aircraft 
	Valued:
		Cost: 100
	Health:
		HP: 1

SPY: 
	Inherits@selection: ^SelectableSupportUnit
	Valued:
	Disguise:
		RevealDisguiseOn: Infiltrate


SS:
	AutoTarget:
		InitialStance: Defend


THF:
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Description: Steals enemy credits.\nHijacks enemy vehicles.\nEnters enemy Tech Centers to unlock Laser Tank.\n Unarmed
		BuildDuration: 170
	Valued:
		Cost: 250

MEDI:
	Buildable:                                          
		Description: Heals nearby infantry.\n  Unarmed
		BuildDuration: 85

MECH:
	Inherits@selection: ^SelectableSupportUnit
	AutoTargetPriority@DEFAULT:
		ValidTargets: Ground, Ship



# This is needed for Tanya to swim (^BaseWorld-E7)
^BaseWorld:
	Locomotor@NAVALFOOT:
		Name: navalfoot
		Crushes: mine, crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Bridge: 100
			Ore: 80
			Gems: 80
			Beach: 80
			River: 80
			Water: 80
E7:
	Buildable:
		Description: Elite commando infantry. Armed with\ndual pistols and C4.\nCan swim.\nUncrushable.\nMaximum 1 can be trained.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft\n  Special Ability: Destroy Buildings with C4
	Mobile:
		Locomotor: navalfoot
	GrantConditionOnTerrain:
		Condition: swimming
		TerrainTypes: Water
	Targetable@WATER:
		TargetTypes: Water
		RequiresCondition: swimming
	WithInfantryBody:
		RequiresCondition: !swimming
	WithInfantryBody@SEA:
		RequiresCondition: swimming
		MoveSequence: swim
		DefaultAttackSequence: swim_shoot
		IdleSequences: swim_idle
		StandSequences: swim_stand
	WithDeathAnimation:
		RequiresCondition: !swimming
	Crushable:
		CrushClasses: heavywall

SHOK:
	Buildable:
		Prerequisites: ~barr, stek, ~infantry.russia, ~techlevel.high


tech.stolen.soviet:
	AlwaysVisible:
	ProvidesPrerequisite:
	Interactable:
	Tooltip:
		Name: Enemy Tech Center infiltrated
	Buildable:
		Description: Tech Unit
LATNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildDuration: 1450
		Prerequisites: stek, ~vehicles.soviet, ~tech.stolen.soviet
		Description: Experimental laser tank artillery cannon.\n  Strong vs Vehicles, Infantry, Buildings\n  Weak vs Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Laser Tank
		GenericName: Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 30000
	Armor:
		Type: Light
	Mobile:
		Speed: 71
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: LaserCannon
	AttackTurreted:
	Turreted:
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: 0, 0, 0
		Palette:
		IsPlayerPalette: false
		PauseOnLowPower: false
	Selectable:
		DecorationBounds: 30,30
	AutoTarget:
		ScanRadius: 16
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	SpawnActorOnDeath:
		Actor: LATNK.Husk
LATNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Laser Tank)
	ThrowsParticle@spinner:
		Anim: spinner-idle
		Offset: -299,0,171
	TransformOnCapture:
		IntoActor: latnk
	InfiltrateForTransform:
		IntoActor: latnk
	RenderSprites:
		Image: latnk.destroyed

ATEK:
	Buildable:
		BuildDuration: 480
	Power:
		Amount: -100
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate, ThiefInfiltrate
	InfiltrateForSupportPower:
		Proxy: tech.stolen.soviet
		Types: ThiefInfiltrate
	Health:
		HP: 80000

STEK:
	Buildable:
		BuildDuration: 480
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, ThiefInfiltrate
	InfiltrateForSupportPower:
		Proxy: tech.stolen.soviet
		Types: ThiefInfiltrate

KENN:
	Buildable:                                          
		Prerequisites: ~disabled

# This is all required for the gates. (^Building-VGATE)
^Building:
	Capturable@2:          
		RequiresCondition: !build-incomplete
		Types: building-external  
^Wall:
	LineBuildNode:
		Types: wall, gate
^Gate:
	Inherits: ^Building
	-WithSpriteBody:
	-EngineerRepairable:
	-Capturable:
	-Capturable@2:
	-SpawnActorsOnSell:
	-CaptureManager:
	-CapturableProgressBar:
	-CapturableProgressBlink:
	-WithMakeAnimation:
	-GivesBuildableArea:
	-GivesExperience:
	-MustBeDestroyed:
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	LineBuildNode:
		Types: concrete, gate
	WithGateSpriteBody:
		PauseOnCondition: disabled
	Tooltip:
		Name: Gate
	Building:
		BuildSounds: bits/audio/place2.aud
		TerrainTypes: Clear, Road
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 4
	MapEditorData:
		Categories: Wall
	Gate:
		PauseOnCondition: disabled
		OpeningSound: bits/audio/hydrod1.aud
		ClosingSound: bits/audio/hvydoor1.aud
		BlocksProjectilesHeight: 0
HGATE:
	Inherits: ^Gate
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1536, -512
			BottomRight: 1536, 512
	Building:
		Footprint: xxx
		Dimensions: 3,1
	Buildable:
		Queue: Defense
		Prerequisites: fact, ~techlevel.medium
		Description: Places an horizontal gate.\nThe gate automatically opens for friendly units.\nBlocks enemy access into your base.
	Valued:
		Cost: 500
	Demolishable:
		Condition: being-demolished
	Sellable:
		RequiresCondition: !being-demolished
	CustomSellValue:
		Value: 50
	WithGateSpriteBody:
		WallConnections: -1,0, 3,0
	LineBuildNode:
		Connections: -1,0, 1,0
	Tooltip:
		Name: Gate - (horizontal)
	RevealsShroud:
		Range: 1c0
	RenderSprites:
		Image: hgate
VGATE:
	Inherits: ^Gate
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -512, -1536
			BottomRight: 512, 1536
	Building:
		Footprint: x x x
		Dimensions: 1,3
	Buildable:
		Queue: Defense
		Prerequisites: fact, ~techlevel.medium
		Description: Places an vertical gate.\nThe gate automatically opens for friendly units.\nBlocks enemy access into your base.
	Valued:
		Cost: 500
	Demolishable:
		Condition: being-demolished
	Sellable:
		RequiresCondition: !being-demolished
	CustomSellValue:
		Value: 50
	WithGateSpriteBody:
		WallConnections: 0,-1, 0,3
	LineBuildNode:
		Connections: 0,-1, 0,1
	Tooltip:
		Name: Gate I (vertical)
	RevealsShroud:
		Range: 1c0

# Plays a nuke siren for incoming enemy nukes.
MSLO:
	NukePower:
		MissileWeapon: atomic
		IncomingSound: bits/audio/nukelaunch.aud

# This is all required for the elite Russian paradrops. (E1R4-AFDL)
E1R4:
	Inherits: E1
	RenderSprites:
		Image: E1
	ProducibleWithLevel:
		Prerequisites: techlevel.infonly
		InitialLevels: 4
	-Buildable:
E3R4:
	Inherits: E3
	RenderSprites:
		Image: E3
	ProducibleWithLevel:
		Prerequisites: techlevel.infonly
		InitialLevels: 4
	-Buildable:
AFLD:
	ParatroopersPower@paratroopers:
		Prerequisites: aircraft.ukraine
	ParatroopersPower@paratroopersrussia:
		OrderName: RussiaParatroopers
		Prerequisites: aircraft.russia
		Icon: paratroopers
		ChargeInterval: 7500
		Description: Paratroopers
		LongDesc: A Badger drops a squad of elite infantry\nanywhere on the map.
		DropItems: E1R4,E1R4,E1R4,E3R4,E3R4
		ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 50





BATF:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildDuration: 2000
		BuildPaletteOrder: 430
		Prerequisites: atek, ~vehicles.england, ~techlevel.high
		Description: Heavily-armored fortress on wheels, armed with multiple turrets.\nCan crush concrete walls \n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Battle Fortress
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 110000
	Armor:
		Type: Heavy
	Mobile:
		Locomotor: heavytracked
		Speed: 50
		Voice: Move
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	AttackTurreted:
		Turrets: primary, secondary, tertiary
		Armaments: primary, secondary, tertiary, quaternary
		Voice: Attack
	Armament@PRIMARY:
		Name: primary
		Turret: primary
		Weapon: BATFGun
		LocalOffset: 200,0,300
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Turret: secondary
		Weapon: BATFGun
		FireDelay: 8
		LocalOffset: 200,0,300
		MuzzleSequence: muzzle
	Armament@TERTIARY:
		Name: tertiary
		Turret: tertiary
		Weapon: BATFRockets
		LocalOffset: -200,0,300
		MuzzleSequence: muzzle
	Armament@QUATERNARY:
		Name: quaternary
		Turret: tertiary
		Weapon: MammothTusk
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100,100
		Recoil: 43
		MuzzleSequence: muzzle
	Turreted@PRIMARY:
		Turret: primary
		Offset: 200,-300,0
		TurnSpeed: 3
	Turreted@SECONDARY:
		Turret: secondary
		Offset: 200,300,0
		TurnSpeed: 3
	Turreted@TERTIARY:
		Turret: tertiary
		Offset: -300,0,358
		TurnSpeed: 3
	WithMuzzleOverlay:
	SelfHealing:
		PercentageStep: 1
		Delay: 25
		HealIfBelow: 50
		DamageCooldown: 150
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 44,38,0,-4
	Voiced:
		VoiceSet: BattleFortressVoice
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithSpriteTurret@SECONDARY:
		Turret: secondary
	WithSpriteTurret@TERTIARY:
		Turret: tertiary
		Sequence: turret2
	SpawnActorOnDeath:
		Actor: BATF.Husk
BATF.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Battle Fortress)
	TransformOnCapture:
		IntoActor: batf
	InfiltrateForTransform:
		IntoActor: batf
	RenderSprites:
		Image: batf.destroyed


BITS/E13:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildDuration: 340
		Prerequisites: ~tent, atek, ~infantry.germany, ~techlevel.high
		Description: Elite Infantry with portable Chrono cannons.\n  Strong vs Infantry, Vehicles\n  Weak vs Aircraft
	Valued:
		Cost: 350
	Tooltip:
		Name: Chrono Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: ChronoHandGun
		LocalOffset: 427, 0, 341
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: ChronoHandGun
	PortableChrono:
		ChargeDelay: 500
		MaxDistance: 18
	TakeCover:
		ProneOffset: 227,0,-245
	AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Voiced:
		VoiceSet: ChronoVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded




B2B:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildDuration: 2000
		Prerequisites: ~hpad, atek, ~aircraft.france, ~techlevel.high
		Description: Stealthed Inferno Bomber.\n  Strong vs Buildings, Infantry\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Stealth Bomber
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 16000
	RevealsShroud:
		MinRange: 8c0
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament:
		Weapon: FireBomb
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 128
		PersistentTargeting: false
		OpportunityFire: False
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 192
		TurnSpeed: 4
		Speed: 149
		RepulsionSpeed: 40
		MaximumPitch: 56
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: AttackAnything
	AmmoPool:
		Ammo: 1
		PipCount: 1
		ReloadDelay: 240
		AmmoCondition: ammo
	Selectable:
		Bounds: 36,28,0,2
		DecorationBounds: 65,54,0,1
	Contrail@1:
		Offset: -432,560,0 
	Contrail@2:
		Offset: -432,-560,0
	SpawnActorOnDeath:
		Actor: B2B.Husk
	SmokeTrailWhenDamaged@0:
		Offset: -432,560,0
		Interval: 2
	SmokeTrailWhenDamaged@1:
		Offset: -432,-560,0
		Interval: 2
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Rearmable:
		RearmActors: hpad
	Cloak:
		InitialDelay: 125
		CloakDelay: 175
		CloakSound: appear1.aud
		UncloakSound: appear1.aud
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		UncloakOn: Attack, Heal, Dock
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
B2B.Husk:
	Inherits: ^PlaneHusk
	Tooltip:
		Name: B2 Stealth Bomber
	Aircraft:
		TurnSpeed: 5
		Speed: 223
	SmokeTrailWhenDamaged@0:
		Offset: -432,560,0
		Interval: 2
		MinDamage: Undamaged
	SmokeTrailWhenDamaged@1:
		Offset: -432,-560,0
		Interval: 2
		MinDamage: Undamaged
	RenderSprites:
		Image: b2b
	-RevealOnDeath:



HTUR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Inherits@shape: ^2x2Shape
	Buildable:
		Queue: Defense
		BuildDuration: 1450
		Prerequisites: atek, ~structures.france, ~techlevel.high
		Description: Anti-Armor artillary of epic proportions.\n  Strong vs Vehicles, Infantry\n  Weak vs Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Grand Cannon
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 74000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Turreted:
		TurnSpeed: 2
		InitialFacing: 0
		RealignDelay: -1
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	AttackTurreted:
	Armament:
		Weapon: 203mm
		MuzzleSequence: muzzle
		LocalOffset: 1000,200,60, 1000,0,60, 1000,-200,60
	WithMuzzleOverlay:
	Power:
		Amount: -100
	BodyOrientation:
		UseClassicFacingFudge: True
	Explodes:
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	WithBuildingBib:
		HasMinibib: true
	Selectable:
		Bounds: 48,48


VOLK:
	Inherits: ^Soldier
	-Targetable@HEAL:
	Targetable@REPAIR:
		RequiresCondition: damaged
		TargetTypes: Repair
	Inherits: GNRL
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildDuration: 1170
		Prerequisites: ~barr, stek, ~infantry.russia, ~techlevel.high
		BuildLimit: 1
		Description: Elite cyborg commando infantry. Armed with\nanti-tank pistol.\n Maximum 1 can be trained.\n  Strong vs Vehicles\n  Weak vs Infantry
	Valued:
		Cost: 1500
	Tooltip:
		Name: Volkov
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 100000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 71
		Voice: Move
	Guard:
		Voice: Move
	RevealsShroud:
		Range: 6c0
	Passenger:
		PipType: Red
		Voice: Move
	Armament:
		Weapon: VolkovGun
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: VolkovGun
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: stand
	ExternalCondition@PRODUCED:
		Condition: produced
	VoiceAnnouncement:
		RequiresCondition: produced
		Voice: Build
	Voiced:
		VoiceSet: VolkovVoice
	Crushable:
		CrushClasses: heavywall
	-TakeCover:
	TakeCover:
		DamageTriggers: TriggerProne
	-GainsExperience:
	AutoTargetPriority@DEFAULT:
		ValidTargets: Vehicle, Ship, Defense




ISU:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildDuration: 1450
		BuildPaletteOrder: 430
		Prerequisites: dome, stek, ~vehicles.ukraine, ~techlevel.high
		Description: Powerful medium-range artillery.\n  Strong vs Buildings, Infantry\n  Weak vs Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Siege Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 74000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 71
		Locomotor: heavytracked
		Voice: Move
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: 380mm
		LocalOffset: 824,0,208
		MuzzleSequence: muzzle
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		Voice: Attack
	WithMuzzleOverlay:
	Explodes:
		Weapon: ArtilleryExplode
		LoadedChance: 75
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Passenger:
		Voice: Move
	Voiced:
		VoiceSet: SiegeTankVoice
	SpawnActorOnDeath:
		Actor: ISU.Husk
ISU.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Siege Tank)
	TransformOnCapture:
		IntoActor: isu
	InfiltrateForTransform:
		IntoActor: isu
	RenderSprites:
		Image: isu.destroyed

MSAR:
	Inherits: ^Vehicle
	Inherits@SELECTION: ^SelectableSupportUnit
	RenderSprites:
		Image: msar
		PlayerPalette: playertd
	Valued:
		Cost: 1000
	Tooltip:
		Name: Mobile Sensor Array
		RequiresCondition: !deployed
	Tooltip@DEPLOYED:
		Name: Mobile Sensor Array (deployed)
		RequiresCondition: deployed
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		IconPalette: chrometd
		Prerequisites: weap
		BuildDurationModifier: 50
		BuildPaletteOrder: 420
		Description: When deployed, provides radar and increases nearby vehicle view range.\n Detects cloaked units.\n  Unarmed
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 82
		RequireForceMoveCondition: !undeployed
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
		RequiresCondition: undeployed
	RevealsShroud@GAPGEN:
		Range: 4c0
		RequiresCondition: undeployed
	RevealsShroud@DEPLOYED:
		RequiresCondition: !undeployed
		Range: 12c0
	Repairable:
		RequireForceMoveCondition: !undeployed
	Passenger:
		RequireForceMoveCondition: !undeployed
	GrantCondition@PREVIEWWORKAROUND:
		Condition: real-actor
	WithMakeAnimation:
		BodyNames: deployedbody
	Carryable:
		LocalOffset: 0,0,150
	WithSpriteBody@deployed:
		Sequence: idle-static
		RequiresCondition: !undeployed && real-actor
		Name: deployedbody
	WithFacingSpriteBody:
		RequiresCondition: !deployed
	GrantConditionOnDeploy:
		PauseOnCondition: being-captured
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		Facing: 165
		AllowedTerrainTypes: Clear, Road, Rough, Ore, Gems
		DeploySounds: placbldg.aud
		UndeploySounds: bits/audio/clicky1.aud
		UndeployOnMove: true
		UndeployOnPickup: true
	DetectCloaked@Deployed:
		Range: 10c0
		CloakTypes: Cloak
	RenderDetectionCircle:
		TrailCount: 3
	ProvidesRadar:
		RequiresCondition: deployed
	Selectable:
		DecorationBounds: 30,30
	ProximityExternalCondition@Bino:
		Condition: bino
		Range: 10c0
		EnableSound: bits/audio/dsaping1.aud
		AffectsParent: False
		RequiresCondition: deployed
	Targetable:
		TargetTypes: Ground, Vehicle, C4
	WithDamageOverlay:
		Image: smoke_mtd




IFV:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		BuildDuration: 670
		Prerequisites: ~vehicles.allies, ~techlevel.low
		Description: Adaptable infantry transport. Can attack Aircraft when loaded with Rocket Soldier.\n  Strong vs Aircraft, Light Armor\n  Weak vs Infantry\n  Special Ability: Transform
	Valued:
		Cost: 700
	Tooltip:
		Name: Infantry Fighting Vehicle
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 26000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 118
		PauseOnCondition: notmobile || being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 10
		Offset: 20,0,0
	Armament@PRIMARY:
		Name: primary
		Weapon: IFVRockets
		LocalOffset: 192,10,176, 192,-10,176
	Armament@SECONDARY:
		Name: secondary
		Weapon: IFVRocketsAA
		LocalOffset: 192,10,176, 192,-10,176
		RequiresCondition: samturr
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	WithSpriteTurret@samturr2:
		RequiresCondition: samturr
		Sequence: turret2
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		LoadingCondition: notmobile
		LoadedCondition: full
		PassengerConditions:
			e3: samturr
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded


OILB:
	Tooltip:
		Name: Oil Derrick
	TooltipDescription@ally:
		Description: Provides additional funds and buildable area.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds and buildable area.
		ValidStances: Neutral, Enemy
	Explodes:
		Weapon: OilExplode
	GivesBuildableArea:
		AreaTypes: building
	BaseProvider:
		PauseOnCondition: being-captured
		Range: 5c0

#TITN:
#	Inherits: ^Vehicle
#	Inherits@GAINSEXPERIENCE: ^GainsExperience
#	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
#	RenderSprites:
#		Image: titan
#		PlayerPalette: playertd
#	Buildable:
#		Queue: Vehicle
#		BuildDuration: 1450
#		Prerequisites: fix, atek, ~vehicles.france, ~techlevel.high
#		IconPalette: chrometd
#		Description: Tough combat battle-mech.\n  Strong vs Vehicles, \n  Weak vs Infantry, Aircraft
#	Valued:
#		Cost: 1500
#	Selectable:
#		Bounds: 30,40,0,0
#	Tooltip:
#		Name: Titan
#	UpdatesPlayerStatistics:
#		AddToArmyValue: true
#	Health:
#		HP: 74000
#	Armor:
#		Type: Heavy
#	Mobile:
#		Locomotor: heavytracked
#		Speed: 57
#		Voice: Move
#	QuantizeFacingsFromSequence:
#		Sequence: stand
#	WithFacingSpriteBody:
#		Sequence: stand
#	WithMoveAnimation:
#		MoveSequence: run
#	WithSpriteTurret:
#	RevealsShroud:
#		MinRange: 4c0
#		Range: 6c0
#		RevealGeneratedShroud: False
#	RevealsShroud@GAPGEN:
#		Range: 4c0
#	Armament@PRIMARY:
#		Weapon: TitanGun
#		LocalOffset: 830,260,100
#		Recoil: 171
#		RecoilRecovery: 30
#		MuzzleSequence: muzzle
#	Turreted:
#		TurnSpeed: 5
#		Offset: 0,0,0
#	AttackTurreted:
#		Armaments: primary, secondary, tertiary
#		Voice: Attack
#	WithMuzzleOverlay:
#	Explodes:
#		Weapon: ArtilleryExplode
#		LoadedChance: 100
#	Voiced:
#		VoiceSet: GhostVoice
#	ProducibleWithLevel:
#		Prerequisites: vehicles.upgraded
#	WithDamageOverlay:
#		Image: smoke_mtd
#adjust offsets
#AURO:
#	Inherits: ^Plane
#	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
#	Inherits@GAINSEXPERIENCE: ^GainsExperience
#	RenderSprites:
#		Image: auro
#		PlayerPalette: playertd
#	Buildable:
#		Queue: Aircraft
#		BuildAtProductionType: Helicopter
#		Prerequisites: atek, ~aircraft.allies
#		IconPalette: chrometd
#		Description: Supersonic bomber armed with MOAB bomb.\n  Strong vs Vehicles, Infantry, Buildings\n  Weak vs Aircraft
#	Valued:
#		Cost: 2000
#	Tooltip:
#		Name: Aurora
#	UpdatesPlayerStatistics:
#		AddToArmyValue: true
#	Health:
#		HP: 16000
#	RevealsShroud:
#		Range: 10c0
#		MinRange: 8c0
#		Type: GroundPosition
#		RevealGeneratedShroud: False
#	RevealsShroud@GAPGEN:
#		Range: 8c0
#		Type: GroundPosition
#	Armament:
#		Weapon: JDAM
#		LocalOffset: 2,0,-43
#		PauseOnCondition: !ammo
#	AttackAircraft:
#		FacingTolerance: 128
#		PersistentTargeting: false
#		OpportunityFire: false
#		Voice: Attack
#	Aircraft:
#		CruiseAltitude: 2560
#		InitialFacing: 192
#		TurnSpeed: 4
#		Speed: 180
#		RepulsionSpeed: 40
#		MaximumPitch: 56
#		TakeoffSounds: bits/audio/cjetbana.aud
#		Voice: Move
#	AutoTarget:
#		InitialStance: HoldFire
#		InitialStanceAI: AttackAnything
#	AmmoPool:
#		Armaments: primary
#		Ammo: 1
#		PipCount: 1
#		ReloadDelay: 240
#		AmmoCondition: ammo
#	SpeedMultiplier:
#		Modifier: 150
#	DamageMultiplier:
#		Modifier: 90
#		RequiresCondition: ammo
#	Selectable:
#		Bounds: 36,28,0,2
#		DecorationBounds: 40,29,0,1
#	Contrail@AB1:
#		Offset: -400,-70,-50
#		UsePlayerColor: false
#		ZOffset: -512
#		Color: cc550080
#		TrailLength: 10
#	Contrail@AB2:
#		Offset: -400,70,-50
#		UsePlayerColor: false
#		ZOffset: -512
#		Color: cc550080
#		TrailLength: 10
#	Contrail@1:
#		Offset: -300,-800,-50
#	Contrail@2:
#		Offset: -300,800,-50
#	SpawnActorOnDeath:
#		Actor: AURO.Husk
#	SmokeTrailWhenDamaged:
#		Offset: -853,0,171
#		Interval: 2
#	ProducibleWithLevel:
#		Prerequisites: aircraft.upgraded
#	Rearmable:
#		RearmActors: hpad
#	Voiced:
#		VoiceSet: AuroraVoice
#AURO.Husk:
#	Inherits: ^PlaneHusk
#	Tooltip:
#		Name: Husk (Aurora)
#	Aircraft:
#		TurnSpeed: 7
#		Speed: 123
#	Contrail@1:
#		Offset: -300,-800,-50
#	Contrail@2:
#		Offset: -300,800,-50
#	SmokeTrailWhenDamaged:
#		Offset: -1c43,0,0
#		Interval: 2
#		MinDamage: Undamaged
#	RenderSprites:
#		Image: auro
#		PlayerPalette: playertd
#PTNK:
#	Inherits: ^TrackedVehicle
#	Inherits@GAINSEXPERIENCE: ^GainsExperience
#	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
#	Buildable:
#		Queue: Vehicle
#		BuildDuration: 1450
#		BuildPaletteOrder: 440
#		Prerequisites: dome, atek, ~vehicles.allies, ~techlevel.high
#		Description: Medium-range artillery with Prism Tower derived weapon.\n  Strong vs Infantry, Buildings\n  Weak vs Tanks, Aircraft
#	Valued:
#		Cost: 1500
#	Tooltip:
#		Name: Prism Tank
#		GenericName: Tank
#	UpdatesPlayerStatistics:
#		AddToArmyValue: true
#	Health:
#		HP: 10000
#	Armor:
#		Type: Light
#	Mobile:
#		Speed: 85
#		Voice: Move
#	Passenger:
#		Voice: Move
#	RevealsShroud:
#		MinRange: 4c0
#		Range: 6c0
#		RevealGeneratedShroud: False
#	RevealsShroud@GAPGEN:
#		Range: 4c0
#	Turreted:
#		TurnSpeed: 5
#		Offset: 100,0,0
#	Armament:
#		Weapon: PrisTLaser
#		LocalOffset: 100,0,180
#	AttackTurreted:
#		TargetFrozenActors: True
#		OpportunityFire: False
#		Voice: Attack
#	WithSpriteTurret:
#	SpawnActorOnDeath:
#		Actor: PTNK.Husk
#	Voiced:
#		VoiceSet: PrismVoice
#	ProducibleWithLevel:
#		Prerequisites: vehicles.upgraded
#	Selectable:
#		DecorationBounds: 28,28
#PTNK.Husk:
#	Inherits: ^Husk
#	Tooltip:
#		Name: Husk (Prism Tank)
#	ThrowsParticle@turret:
#		Anim: turret
#	TransformOnCapture:
#		IntoActor: ptnk
#	InfiltrateForTransform:
#		IntoActor: ptnk
#	RenderSprites:
#		Image: ptnk.destroyed
#V3RL:
#	Inherits: ^Vehicle
#	Inherits@GAINSEXPERIENCE: ^GainsExperience
#	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
#	Buildable:
#		Queue: Vehicle
#		BuildDuration: 1450
#		BuildPaletteOrder: 440
#		Prerequisites: dome, stek, ~vehicles.soviet, ~techlevel.high
#		Description: Extreme long-range rocket artillery.\n  Strong vs Buildings, Defenses, Infantry\n  Weak vs Tanks, Aircraft
#	Valued:
#		Cost: 1500
#	Tooltip:
#		Name: V3 Launcher
#	UpdatesPlayerStatistics:
#		AddToArmyValue: true
#	Health:
#		HP: 20000
#	Armor:
#		Type: Light
#	Mobile:
#		Speed: 85
#		Voice: Move
#	Passenger:
#		Voice: Move
#	RevealsShroud:
#		MinRange: 4c0
#		Range: 5c0
#		RevealGeneratedShroud: False
#	RevealsShroud@GAPGEN:
#		Range: 4c0
#	Armament:
#		Weapon: V3Launcher
#		ReloadingCondition: reloading
#	AttackFrontal:
#		TargetFrozenActors: True
#		ForceFireIgnoresActors: True
#		Voice: Attack
#	WithFacingSpriteBody:
#		RequiresCondition: !reloading
#		Name: loaded
#	WithFacingSpriteBody@EMPTY:
#		RequiresCondition: reloading
#		Sequence: empty-idle
#		Name: reloading
#	Explodes:
#		Weapon: BarrelExplode
#	ProducibleWithLevel:
#		Prerequisites: vehicles.upgraded
#	Selectable:
#		DecorationBounds: 28,28
#	Voiced:
#		VoiceSet: V3Voice
#	Exit:
#		SpawnOffset: 0,-128,0
#	AutoTarget:
#		ScanRadius: 16
