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The bot cell triggers are linked to bot1
crate in the bottom left corner.


A bunch of autocreate teams to be randomly selected.
gdi1 is the gunboat reinforcement team, the move order doesn't really do anything other than them having an order, if you look at the right edge (gdi's reinforcement for this mission) this is the only place they can reinforce from. Interestingly I tried to change the mission file so that the gunboats would shoot, no matter what I tried I couldn't get it to happen, but gunboats that start in the mission shoot fine. It would appear this is either an engine limitation or intentional behaviour to make this mission work. With functional gunboats you can shut down the base power with 1-2 volleys into a power plant, you just need to distract the obelisk for a couple of shots (infantry do this well).
gdi2 brings the bottom infantry in by chinook, unloads them then flies off.
gdi3 brings in a new chinook.
The rest are just more nod attack groups.


airstrike trigger linked to the SAM sites.
timed attacks on the player with specific groups followed by a random choice of group to attack. Note that these aren't looping! Last 210 time units and the AI will cease attacking. (in theory, that's a long time).

bot1 triggers when you get your infantry in range of the top turrets and brings in the first gunboat.
bot2 and bot3 trigger another gunboat each when you kill each of the top turrets.
chn1 brings gdi2 at mission start.
chn2 brings in gdi3 when the bottom turrets are killed.
dzne pops the flare next to the turrets after 2 time units.

grd1 creates the patroling rocket soldiers in front of their base.
grd2 is linked to the destruction of the artillery and troops on the bridge just north of the nod base.
hunt is linked to almost all the nod buildings