World:
	LuaScript:
		Scripts: Defend.lua, Flags.lua, Enemybase.lua, EnemyUnits.lua, Players.lua
	MissionData:
		Briefing: Defend your base against the incoming Forces and try to destroy the enemysbase at right to win the game!\n\nReduced chargingtimes for all superpowers.\nYou can capture oilderricks by stepping close to the flag next to them.\nThe amount of enemy forces can be set in options\nEnemyUnits will only appear if there is a player in the slot and they will stop coming if you destroy the enemys buildings.
	MapBuildRadius:
		AllyBuildRadiusCheckboxLocked: True
		AllyBuildRadiusCheckboxEnabled: True
		AllyBuildRadiusCheckboxVisible: False
		BuildRadiusCheckboxLocked: True
		BuildRadiusCheckboxEnabled: True
		BuildRadiusCheckboxVisible: False
	-TimeLimitManager:
	MapStartingLocations:
		SeparateTeamSpawnsCheckboxEnabled: False
		SeparateTeamSpawnsCheckboxLocked: True
		SeparateTeamSpawnsCheckboxVisible: False
	CrateSpawner:
		CheckboxEnabled: False
		CheckboxLocked: True
		CheckboxVisible: False
	MapOptions:
		TechLevel: unrestricted
		TechLevelDropdownLocked: True
		TechLevelDropdownVisible: False
		ShortGameCheckboxLocked: True
		ShortGameCheckboxEnabled: False
		ShortGameCheckboxVisible: False
		GameSpeedDropdownVisible: False
	ScriptLobbyDropdown@difficulty:
		ID: difficulty
		Label: difficulty
		Description: Choose your destiny!
		Default: normal
		Values:
			easy: Easy
			normal: Normal
			hard: Hard
		Locked: false
		Visible: true
		DisplayOrder: 30
	ScriptLobbyDropdown@Season:
		ID: season
		Label: Season
		Description: Choose your favourite Season of the year.
		Default: noweather
		Values:
			spring: Spring
			summer: Summer
			fall: Fall
			winter: Winter
			noweather: Disabled
		Locked: false
		Visible: false
		DisplayOrder: 31
	ScriptLobbyDropdown@allieAmount:
		ID: allieamount
		Label: Allie units
		Description: The amount of Allie units wich will attack the players.
		Default: 30%
		Values:
			100%: 100 %
			90%: 90 %
			80%: 80 %
			70%: 70 %
			60%: 60 %
			50%: 50 %
			40%: 40 %
			30%: 30 %
			20%: 20 %
			10%: 10 %
			0: disabled
		Locked: false
		Visible: true
		DisplayOrder: 32
	ScriptLobbyDropdown@sovietAmount:
		ID: sovietamount
		Label: Soviet units
		Description: The amount of Soviet units wich will attack the players.
		Default: 30%
		Values:
			100%: 100 %
			90%: 90 %
			80%: 80 %
			70%: 70 %
			60%: 60 %
			50%: 50 %
			40%: 40 %
			30%: 30 %
			20%: 20 %
			10%: 10 %
			0: disabled
		Locked: false
		Visible: true
		DisplayOrder: 33
	ScriptLobbyDropdown@MonsterAmount:
		ID: monsteramount
		Label: Monsters
		Description: The amount of Monsters wich will attack the players.
		Default: 30%
		Values:
			100%: 100 %
			90%: 90 %
			80%: 80 %
			70%: 70 %
			60%: 60 %
			50%: 50 %
			40%: 40 %
			30%: 30 %
			20%: 20 %
			10%: 10 %
			0: disabled
		Locked: false
		Visible: true
		DisplayOrder: 36
	ScriptLobbyDropdown@AntAmount:
		ID: antamount
		Label: Ants
		Description: The amount of Ants wich will attack the players.
		Default: 0
		Values:
			100%: 100 %
			90%: 90 %
			80%: 80 %
			70%: 70 %
			60%: 60 %
			50%: 50 %
			40%: 40 %
			30%: 30 %
			20%: 20 %
			10%: 10 %
			0: disabled
		Locked: false
		Visible: false
		DisplayOrder: 31
	FlashPaletteEffect@LIGHTNINGSTRIKE:
		Type: LightningStrike
	GlobalLightingPaletteEffect:
		ExcludePalettes: cursor, chrome, colorpicker, fog, shroud, alpha, lighting, effect, player
		Red: 1
		Green: 1
		Blue: 1
		Ambient: 0
	MusicPlaylist:
		VictoryMusic: wins
		-DefeatMusic:

^BasePlayer:
	PlayerResources:
		SelectableCash: 5500, 10000, 20000, 50000
		DefaultCash: 20000

Player:
	MissionObjectives:
		EarlyGameOver: True
	LobbyPrerequisiteCheckbox@sneakattacks:
		ID: sneakattacks
		Label: Sneakattacks
		Description: Enemys will start sneakattacks when turned on
		Enabled: true
		Locked: false
		DisplayOrder: 9
		Prerequisites: sneakattacks_on
	Shroud:
		FogCheckboxLocked: True
		FogCheckboxEnabled: True
		FogCheckboxVisible: False
		ExploredMapCheckboxEnabled: True
		ExploredMapCheckboxLocked: True
		ExploredMapCheckboxVisible: False
	-LobbyPrerequisiteCheckbox@GLOBALBOUNTY:
	LobbyPrerequisiteCheckbox@GLOBALFACTUNDEPLOY:
		Enabled: False
		Locked: True
		Visible: False
	LobbyPrerequisiteCheckbox@REUSABLEENGINEERS:
		Enabled: True
		Locked: True
		Visible: False

^Palettes:
	PaletteFromFile@spidercostume:
		Name: spidercostume
		Filename: spideypalette.pal
		Tileset: temperat
		ShadowIndex: 4
		AllowModifiers: false
	PaletteFromFile@pinky:
		Name: pinky
		Filename: pinky.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromFile@effecttd:
		Name: effecttd
		Filename: spideypalette.pal
		Tileset: temperat
		ShadowIndex: 4
		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
	PaletteFromFile@egopall:
		Name: egopall
		Filename: egopal.pal
	PaletteFromPaletteWithAlpha@effect12alpha:
		Name: effect12alpha
		BasePalette: egopall
		Alpha: .121
		Premultiply: True
	PaletteFromPaletteWithAlpha@effect50alpha:
		Name: effect50alpha
		BasePalette: egopall
		Alpha: .555
		Premultiply: True
	PaletteFromFile@static:
		Name: staticterrain
		Filename: temperatcnc.pal
		ShadowIndex: 4
FACT:
	-Sellable:
	BaseProvider:
		Range: 15c0
	Health:
		HP: 200000
powerproxy.parazombies:
	Inherits: powerproxy.paratroopers
	ParatroopersPower:
		DropItems: ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE
powerproxy.parahelis:
	AlwaysVisible:
	AirstrikePower:
		OrderName: Parahelis
		Icon: paraheli
		ChargeInterval: 50
		Name: Parahelis
		Description: A squad of helis fire on your target.
		SelectTargetSound: select2.aud
		SelectTargetTextNotification: Select target.
		EndChargeSound: airredy2.aud
		EndChargeTextNotification: ParaHinds ready.
		IncomingTextNotification: EnemyHinds Incoming.
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: paraheli
		QuantizedFacings: 8
		DisplayBeacon: true
		BeaconPoster: pbmbicon
		SquadSize: 5
		SquadOffset: -1400,1400,0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 50
powerproxy.parayaks:
	AlwaysVisible:
	AirstrikePower:
		OrderName: Parayaks
		Icon: parayak
		ChargeInterval: 50
		Name: Parayaks
		Description: A squad of yaks fire on your target.
		SelectTargetSound: select2.aud
		SelectTargetTextNotification: Select target.
		EndChargeSound: airredy2.aud
		EndChargeTextNotification: ParaYaks ready.
		IncomingSound: enemya2.aud
		IncomingTextNotification: EnemyYaks Incoming.
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: parayak
		QuantizedFacings: 8
		DisplayBeacon: true
		BeaconPoster: yakicon
		SquadSize: 5
		SquadOffset: -1400,1400,0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 50

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

OILB:
	-Targetable:
	BaseProvider:
		Range: 9c0
	GivesBuildableArea:
		AreaTypes: building

Much.APWR:
	Inherits: APWR
	RenderSprites:
		Image: apwr
	Power:
		Amount: 10000
	-Buildable:

CTFLAG:
	Inherits@shape: ^2x2Shape
	Building:
		Footprint: ++ ++
		Dimensions: 2,2
	RevealsShroud:
		Range: 8c0
		Type: CenterPosition
	Tooltip:
		Name: Control point
		ShowOwnerRow: true
		GenericVisibility: Ally, Enemy, Neutral
	BaseProvider:
		Cooldown: 900
		Range: 5c0
	GivesBuildableArea:
		AreaTypes: building
	AppearsOnRadar:
	FrozenUnderFog:
		AlwaysVisibleRelationships: Ally, Enemy, Neutral
	OwnerLostAction:
		Action: ChangeOwner

CTFLAGRA:
	Inherits: CTFLAG
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	BaseProvider:
		Cooldown: 1000
		Range: 6c0
	GivesBuildableArea:
		AreaTypes: building
	RenderSprites:
		Image: ctfflagra
	WithSpriteBody:
		StartSequence: open
	BodyOrientation:
		QuantizedFacings: 1

SBAG:
	-Buildable:
BRIK:
	-Buildable:

FENC:
	-Buildable:
HIND:
	Buildable:
		Prerequisites: ~disabled, ~hpad, ~techlevel.medium
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
	WithSupportPowerActivationAnimation:

ParaHeli:
	Inherits: ^Plane
	Health:
		HP: 2000
	Armor:
		Type: Light
	Aircraft:
		CruiseAltitude: 3000
		Speed: 290
		Repulsable: False
		MaximumPitch: 56
	-Selectable:
	-Voiced:
	-EjectOnDeath:
	Valued:
		Cost: 1000
	Tooltip:
		Name: ParaHeli
	AmmoPool:
		Ammo: 10
	SpawnActorOnDeath:
		Actor: ParaHeli.Husk
	RenderSprites:
		Image: HIND
	AttackBomber:
		Armaments: gun, bombs
		FacingTolerance: 8
	Armament@GUNS:
		Name: gun
		Weapon: ParaFire
		LocalOffset: 85,-213,-85, 85,213,-85
		MuzzleSequence: muzzle
	Armament@BOMBS:
		Name: bombs
		Weapon: ParaFire
		LocalOffset: 85,213,-85, 85,-213,-85
		MuzzleSequence: muzzle
	WithMuzzleOverlay:
	Contrail@1:
		Offset: -600,80,0
		TrailLength: 10
	Contrail@2:
		Offset: -600,-80,0
		TrailLength: 10
	WithIdleOverlay@ROTORAIR:
		Offset: 0,0,85
		Sequence: rotor
		RequiresCondition: airborne
	Interactable:
ParaHeli.Husk:
	Inherits: ^PlaneHusk
	Tooltip:
		Name: ParaHeli
	Contrail:
		Offset: -853,0,0
	Aircraft:
		TurnSpeed: 20
		Speed: 255
	LeavesTrails:
		MovingInterval: 2
		Image: smokey
		SpawnAtLastPosition: False
		Type: CenterPosition
	RevealsShroud:
		MinRange: 9c0
		Range: 11c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 9c0
		Type: GroundPosition
	WithIdleOverlay:
		Sequence: slow-rotor
	RenderSprites:
		Image: hind
		
ParaYak:
	Inherits: ParaHeli
	Health:
		HP: 1500
	Aircraft:
		Speed: 310
	RenderSprites:
		Image: YAK
	Tooltip:
		Name: ParaYak
	-WithIdleOverlay@ROTORAIR:
	SpawnActorOnDeath:
		Actor: YAK.Husk
