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scg03ea

The "del" is something new, cell triggers.


No reinforcements for us this mission!
nod0 sends 2 buggies around the right, down and attack our base
nod1 sends 3 minigunners and 2 rocket soldiers the same way and attack our units
nod2 sends 2 minigunners and 2 rocket soldiers the same way and attack our base
nod3 sends 5 minigunners down the middle to attack our units
nod4 sends 3 minigunners and 1 rocket soldier down the middle to attack our base
nod5 sends 3 rocket soldiers around the right to attack our units
nod6 sends 5 rocket soldiers around the right to attack our base
nod7 sends 4 minigunners and 2 rocket soldiers down the middle to attack our units
nod8 has a minigunner and 2 rocket soldiers patrol around the front of the base.
nod9 sends 2 buggies down the middle to attack our units.


LOSE is obvious again.
PRD1 makes the AI rebuild the buildings from the BASE section rebuild after 3 time units (presumably it also has to spend the time building it)

quote:

[Base]
004=NUKE,436215040 Right-most power plant, left one won't be rebuilt
003=HAND,436213760
002=SILO,436216064
001=SILO,436215552
000=PROC,469769984 Refinery
Count=5

WIN is obvious
air2 gives us the airstrike ability when the 4 linked SAM sites are destroyed.
auto is meant to do something when one or more of the turrets are discovered, the turrets are linked to this trigger but there's no action taken.
delx destroys the trigger xxxx below
dely destroys the trigger yyyy below. These two are cell triggered, when you go through the del marked cells the first two rows are delx and the second two rows are dely.
grd1 triggers when the buggy, minigunner or rocket soldier are attacked around the first SAM site near waypoint 10. It causes nod5 is execute.
hunt is triggered when you've destroyed both power plants, the hand of nod and the con-yard.
xxxx sends nod6 every 50 time units, and loops until you hit delx above.
yyyy sends nod7 every 80 time units, and loops until you hit dely above.