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XML NOTES
Missions are defined via triggers, actions, and objectives
A trigger is activated based on its type and settings, triggers can activate when a unit is created, killed, built, moved, etc.
An action is done when one or more triggers are active.  Actions can output story dialog, create units, change units states, complete objectives, etc.
Actions can be done when all triggers are active or one are activated.
Objectives are used to track mission progression, when any objective is failed the mission is failed, when all objectives are completed the mission is passed.  An objective can be secondary meaning its not required to complete the mission.

EDITOR NOTES
To start editing in the game set the EDIT menu item to 1 and select a mission to edit it.  To create a new mission start a new skirmish with the map settings you want the new mission to use, then save the map by clicking on the SAVE button at the bottom of the screen, this will save it to a file called campaign.save, rename this file to the name mission ID defined in XML, now when you click on EDIT then select the mission it will load the file and you can edit it.
View trigger states and list with debug stats set to 6
Select a trigger with left mouse
move a selected trigger with right mouse, this will overwrite the campaign.xml file, BE SURE YOUR MANUAL CHANGES TO THE FILE ARE SAVED BEFORE DOING THIS, otherwise they are lost when the file is overwritten!
set a selected triggers radius with right mouse + shift, this will overwrite the campaign.xml file, BE SURE YOUR MANUAL CHANGES TO THE FILE ARE SAVED BEFORE DOING THIS, otherwise they are lost when the file is overwritten!
set a unit/turret direction, select the unit and shift right click within the units firing range
to center to the maps grid select the unit and center click, this only works for 1x1 units
by default all units created are already built, to create a unit that isn't built hold shift while placing it
fog visible state is saved with mission file, so when your done editing the mission, set the fog to enabled and then save the mission
delays for actions only start after all triggers are activated
valid times countdown only when all triggers are activated, but reset if any trigger is deactivated before the valid time is up
embeded in the text are images of characters and scenes, images are character names optionally followed by an emotion: worried happy disappointed proud serious excited wink angry confused
you can get any units ID (resources and trees) by setting debug stats to 3
pressing Ctrl-C will copy the current world coordinates of the mouse cursor to the clipboard
Default combine type for actions with multiple triggers is ALL

TRIGGER SETTINGS
Id - id for trigger, must be unique to all triggers in mission
Type - type of trigger, explained below
Player - 0=player 1=enemy ai1 2=enemy ai2
Compare - type of compare function to use: LT GT LTE GTE NE
Count - number
Objective - number of objective
Valid - time in seconds condition of trigger has to be valid before trigger is activated
AutoReset - time in seconds after tigger is activated trigger resets
Negate - 0,1 you can negate any trigger value, negating means the trigger is always ON, then when its tripped its always OFF unless it has an autoreset time specified
Delay - time in seconds after level is started before trigger is tested (delays after WaitForTrigger is specified)
Radius - distance in game units
Position - position, see the position while editing by setting DBG to 2 and move the cursor around
Bounds - rectangular bound region, x1,y1,x2,y1
Opposite - Activated state is opposite of trigger specified, updates continuously
Unit - unit name or id, the id is shown in the editor
UnitType - Attackable,Mobile,Commandable,Transform,Ammo,Gun,Wall,Stat,Animation,Barrel,SpriteRot,Ground,Surface,Airborne,Sub,Muzzle,Repair,Scavenge,Invisible,Recycler,Resource,Connectable,Gate,Built,Infantry,Dead,Static,Building,Missile,Lab,MegaUnit
UnitFlag - PlaceRequirements,SkipUpdate,OnScreen,InSoundField,Tree,HasTurret,Floating,CreateUnit,Extractor,Laser,Params,CanBuildOn,DamageSelf,BulletsTravelOver,RemoveBuildOn,Mine,Factory,Draggable,SoundJetFlyby,PlaceIgnoreSame,BuildFirst,Remove,Deepsea,TurretMoving,CantHover,HeatSeeking,Bomber,ShootsTorpedo,Transport,AccelerateBuild,ManualFire,Stun
ResetType - if 0 trigger only resets if condition of trigger is false, if 1 resets no matter what, default is 0
WaitForTrigger - trigger is only activated after waitfortrigger is

TRIGGER TYPES
Units - compares unit count, Unit argument can be id or name of unit (not technologies are counted as units) - Player Unit UnitType UnitFlag Position Radius UnitTypeIgnore
UnitsQueued - counts all units queued at all factories, Player must be set
Objective - activated when objective is activated - Objective
UnitsAttacked - when unit is attacked
UnitsKilled - when unit is destroyed,dead,killed
UnitsCreated - not implemented yet
UnitsBuilt - when the number of units compare to count are built - Player Unit UnitType UnitFlag Position Radius
UnitsConverted - when the number of units compare to count are converted - Player Unit UnitType UnitFlag Position Radius
UnitsHealth - when the average of the matching units health compares to count
UnitsStunned - when unit is stunned
Visible - unit is on screen, discovered, and actively visible by players unit
TimeElapsed - game time elapsed in seconds compares to count
StatOre - ore for the player compared to count
StatPower - power for the player compared to count
StatPopulation - population for the player compared to count
StatDiscovered - % map discovered for the player compared to count
StatGameTime - time elapsed during game in seconds, compared to count
StatTechLevel - tech level of player 1,2,3
TextDialogs - compares number of active/unclosed text windows to count

ACTION SETTINGS
Actions have many of hte same settings as triggers.  The list of triggers can contain multiple triggers and activate the action by either all being valid or only one, you can also put a ! AFTER the trigger number which means that trigger is active when it is OFF (a negation operator).

ACTION TYPES
ObjectiveComplete - completes objective
ObjectiveFailed - fails objective
UnitCreate - creates count number of units at location (units are fully built, to create non built units set Option=1)
Allow - allows player to build specified unit or tech
UnitKill - kills unit
UnitState - sets unit state, if target is set unit attacks target, target can be unit name or ID
UnitStop - cancels all pathing and move orders
UnitMove - moves unit to location
Queue - queues unit in a factory if one exists
SetBuildTime - sets build time of specified unit (by ID only)
SetMaxHP - sets max HP of unit, doesn not set current HP
SetHP - sets current HP of unit
SetAI - sets player AI to value of count, 1=adaptive,2=easy,etc,7=campaign (do nothing)
MoveView - moves view to location of Position, or to unit if ID is specified, if unit is moving view tracks unit
Marker - flashes marker on minimap at location, or at unit location if ID is specified
Text - adds text to the dialog
ManualTarget - specifies that a turret must be manually targetted by player (normally turrets automatically fire)
DontAutoAttackUnarmed - if set to 1 prevents units from automatically firing on non-offensive enemies (this is useful if you have a mission where the player needs to capture enemy buildings)
ShowGameTime - shows current game time elapsed
FlashMines - flashes red circles around the mines so they are easier to see
SetProperties - can set any properties that are defined in XML schema
SetPosition - directly sets position of units
SetSelection - sets the player selection to units
WhiteOut - count = number of milliseconds to display whiteout
UnitStun
AddClass - adds class to units, if Count=1 then adds the class, if Count=0 removes the class
RenameObjective
Weather - starts and stops weather effects: Unit = Rain, Clouds, Snow, Thunder, Count = 0, 1 to stop and start weather effect
Setting - SetOreStorageWarning, SetInfluencePathing

ACTIONS TODO:
set AI mode
play sound

OBJECTIVES
AutoComplete - objective auto completes when all other non-autocomplete and non-secondary objects are active

MISSION COMPLETE
when all objectives are complete

MISSION SETUP
name, text, screenshot
terrain, landscape, terraintexture, units
only allow certain units, or ban certain units
starting credits, map offset
use only tactical map

		Intro="[general serious][scene 1a]Commander, our research team working under the name Omicron Initiative has been missing for three months.  All attempts to rescue them or even discover their location have failed. [general worried] They were working in a remote base in Nepal but have vanished. [scene 1b][general] We are putting you in command of a new mission to locate them and ensure others do not gain their research.  This task was commissioned after receiving a new piece of intel.  At 09:23 we received the following text message:  &quot;we were forced to do it...  Jimao is involved in our disappearance, technologies compromised...  - Crimson&quot;  [scene 1c]Dr. Crimson leads the Omicron Initiative to develop a new type of high energy laser propulsion system for our next ventures of space exploration outside of our solar system.  They have been working on it for several years in complete isolation and secrecy to the rest of the government which is why their disappearance went unnoticed for so long.  [general serious][scene 1d]Bai Jimao is the General of China's northern territory forces which are part of the People's Liberation Army.  [scene 1e][general confused]It's strange Jimao is mentioned in the message because we traced its origin from the Gobi Desert in Mongolia. [general] We haven't alerted China's Central Military Commission yet as our diplomats don't want us to start a major operation until we know more.  We are sending an outfit to the area to investigate and gain further intel, you will be in charge of coordinating their movements to locate the exact source of the message. [general serious] That is all."

-->

<campaign Name="Omicron Initiative">

	<!-- MISSION ########################### -->
	<mission Id="OI01" Act="1" Mission="1" Name="Disappearance" GoalTime="1020" NameLocaleId="100" IntroLocaleId="101" HelpLocaleId="102"
		Intro="[general][scene 1a]Commander, our research team working under the name Omicron Initiative has been missing for three months.  All attempts to rescue them or even discover their location have failed.  They were working in a remote base in Nepal but have vanished. [scene 1b] We are putting you in command of a new mission to locate them and ensure others do not gain their research.  This task was commissioned after receiving a new piece of intel.  At 09:23 we received the following text message:  &quot;we were forced to do it...  Jimao is involved in our disappearance, technologies compromised...  - Crimson&quot;  [scene 1g]Dr. Crimson leads the Omicron Initiative to develop a new type of high energy laser propulsion system for our next ventures of space exploration outside of our solar system.  The research involves extracting very focused energy from unique crystals, and we fear may be converted to some kind of weapon system we haven't seen before.  [scene 1c]The Omicron Initiative have been working on it for several years in complete isolation and secrecy to the rest of the government which is why their disappearance went unnoticed for so long.  [general serious][scene 1d]Bai Jimao is the General of China's northern territory forces which are part of the People's Liberation Army.  It's strange Jimao is mentioned in the message because we traced its origin from the Gobi Desert in Mongolia. [scene 1f] We haven't alerted China's Central Military Commission yet as our diplomats don't want us to start a major operation until we know more. [scene 1e] We are sending an outfit to the area to investigate and gain further intel, you will be in charge of coordinating their movements to locate the exact source of the message.  That is all."
		Help="Select your units and explore the area, find enemy buildings and kill any enemy turrets, do not destroy any buildings as they may contain intel.  After a building's area is clear move a unit next the building to scan it.  Find the enemy building the text message was sent from by scanning all buildings.  After you find the correct building go to extraction point Alpha in the Northwest corner of the map, you will have to clear the area of hostiles to complete the mission."
	>

		<!-- this specifies what items the player can or cannot build, can be units or techs -->
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<trigger Id="1" Valid="0" />
		<!-- beef up the lab with the intel so that way it isn't as easily killed -->
		<action Triggers="1" Type="SetProperties" Unit="248" Health="5000" MaxHealth="5000" />
		<action Triggers="1" Type="SetProperties" Unit="Cougar" Speed="100" />
		<action Triggers="1" Type="DontAutoAttackUnarmed" Count="1" />

		<!-- remove repair from newt so it doens't try to convert enemy buildings when player clicks on them -->
		<!-- add gun for 2 reasons, 1 so unit is selectable with lasso, 2 so unit moves next building when attacked, but doesn't do any damage since attack=0 -->
		<!--<action Triggers="1" Type="SetProperties" Unit="35697" Health="1500" MaxHealth="1500" Speed="80" Attack="0" />
		<action Triggers="1" Type="AddClass" Unit="35697" Target="Repair" Count="0" />
		<action Triggers="1" Type="AddClass" Unit="35697" Target="Gun" Count="1" />
		<action Triggers="1" Type="Text" Unit="35697" Text="[soldier]Ready to move out sir!  Remember I have no defenses so you need to protect me.  I need to be in close range of buildings to complete the scan. [soldier excited] Let's do this!" LocaleId="106" Delay="5" />
		<action Triggers="1" Type="SetIndicator" Unit="35697" Delay="8" AutoDismiss="10" />
		-->
		<action Triggers="1" Type="Text" Text="[soldier]We're ready to move out! [soldier excited] Let's scan those enemy buildings." LocaleId="106" Delay="2" />
		<action Triggers="1" Type="SetIndicator" Unit="2188" Delay="4" AutoDismiss="8" />

		<trigger Id="37" Valid="35" />
		<action Triggers="37" Type="Text" Text="[ops]Hello my name is Linda, I'll be your technical ops advisor.  I'll offer you advice on technical aspects of the game and interface. [ops smile] If you are new to the game be sure to check out the tutorial." LocaleId="107" />

		<trigger Id="44" Type="TextDialogs" Count="0" Valid="400" />
		<action Triggers="44" Type="SetIndicator" Unit="Help" AutoDismiss="20" />
		<action Triggers="44" Type="Text" Text="[ops]If you need help or to read a log of all previous chat dialog in the mission press the ? button." LocaleId="117" />

		<!-- if player doesn't move their Newt to scan for buildings after 1 minute, remind them to do so -->
		<trigger Id="38" Valid="60" />
		<trigger Id="46" Type="TextDialogs" Count="0" WaitForTrigger="38" />
		<trigger Id="39" Type="Units" Player="0" Count="6" Position="5187 5320" Radius="150" Valid="0" Compare="GTE" WaitForTrigger="46" />
		<action Triggers="39" Type="Text" Unit="35697" Text="[ops]Commander, move the units to scan the enemy buildings to the North." LocaleId="108" />
		<action Triggers="39" Type="MoveView" Unit="35697" />

		<!-- When player first leaves their starting area, send ground units to make sure they don't leave their Newt unprotected." -->
		<trigger Id="10" Type="Units" Player="0" Compare="LT" Count="5" Position="5181 5331" Radius="220" />
		<action Triggers="10" Type="UnitState" Unit="846" State="Attack" Delay="30" />
		<action Triggers="10" Type="UnitState" Unit="844" State="Attack" Delay="90" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Locate the building the text message was sent from" LocaleId="112" />

		<trigger Id="2" Type="Units" Player="0" Count="1" Position="2907 1745" Radius="170" Compare="GE" />
		<action Triggers="2" Type="Text" Unit="35697" Text="[soldier confused]Scanning..." LocaleId="113" AutoDismiss="5" />
		<action Triggers="2" Type="Text" Unit="35697" Text="[soldier excited]This is it! [soldier happy] We got the intel commander, let's get to the extraction point to the North West." Delay="5" LocaleId="114" />
		<action Triggers="2" Type="MoveView" Position="2907 1745" />
		<trigger Id="42" Type="TextDialogs" Count="0" WaitForTrigger="2" Delay="5" />
		<action Triggers="42" Type="ObjectiveComplete" Objective="1" Delay="1" />

		<!-- if objective 1 isn't complete and the orchid is destroyed, objective failed, can't scan building -->
		<trigger Id="8" Type="Objective" Objective="1" Negate="1" />
		<trigger Id="9" Type="Units" Player="1" Count="0" Position="2905 1742" Radius="150" Unit="Orchid" />
		<action Triggers="8,9" Type="ObjectiveFailed" Objective="1" />

		<!-- if newt is destroyed -->
		<!--
		<trigger Id="11" Type="Units" Player="0" Count="0" Unit="Newt" />
		<action Triggers="11,2!" Combine="All" Type="ObjectiveFailed" Objective="3" />
		-->

		<!-- show scanning results, only triggers if intel not found, and creates a marker recording building as scanned -->
		<trigger Id="15" Type="Units" Player="0" Count="1" Position="2400 3528" Radius="170" Valid="0"  />
		<action Triggers="15,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="15,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="2400 3528" />

		<trigger Id="16" Type="Units" Player="0" Count="1" Position="5377 4574" Radius="170" Valid="0"  />
		<action Triggers="16,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="16,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="5377 4574" />
		
		<trigger Id="17" Type="Units" Player="0" Count="1" Position="4704 4248" Radius="170" Valid="0"  />
		<action Triggers="17,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="17,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="4704 4248" />

		<trigger Id="18" Type="Units" Player="0" Count="1" Position="5424 3624" Radius="170" Valid="0"  />
		<action Triggers="18,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="18,2!" Combine="All" Type="Text" Text="[soldier]Be sure we scan all buildings commander, such as airports and research labs." Delay="3" LocaleId="126" AutoDismiss="10" />
		<action Triggers="18,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="5424 3624" />

		<trigger Id="20" Type="Units" Player="0" Count="1" Position="1776 216" Radius="170" Valid="0"  />
		<action Triggers="20,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="20,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="1776 216" />

		<trigger Id="22" Type="Units" Player="0" Count="1" Position="3048 3144" Radius="170" Valid="0"  />
		<action Triggers="22,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="22,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="3048 3144" />

		<trigger Id="24" Type="Units" Player="0" Count="1" Position="2040 5208" Radius="170" Valid="0"  />
		<action Triggers="24,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="24,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="2040 5208" />
		<action Triggers="24" Type="Text" Text="[soldier]I just received a message from HQ, extraction point is in the North West." LocaleId="129" AutoDismiss="15" />

		<trigger Id="30" Type="Units" Player="0" Count="1" Position="5114 2949" Radius="170" Valid="0"  />
		<action Triggers="30,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="30,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="5114 2949" />

		<trigger Id="31" Type="Units" Player="0" Count="1" Position="4872 2472" Radius="170" Valid="0"  />
		<action Triggers="31,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" Delay="4" />
		<action Triggers="31,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="4872 2472" Delay="4" />

		<trigger Id="32" Type="Units" Player="0" Count="1" Position="695 3188" Radius="170" Valid="0"  />
		<action Triggers="32,2!" Combine="All" Type="Text" Text="[soldier]Scanning...  [soldier worried]Result Negative." LocaleId="116" AutoDismiss="5" />
		<action Triggers="32,2!" Type="UnitCreate" Player="0" Unit="Flag" Position="695 3188" />

		<!-- ambush player with units -->
		<action Triggers="31" Player="1" Type="UnitCreate" Count="10" Unit="Soldier" State="Attack" Position="4869 2470" Delay="2" />
		<action Triggers="31" Type="Text" Text="[soldier surprised]Ambush!" LocaleId="115" AutoDismiss="3" Delay="2" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Clear extraction point Alpha of hostiles" LocaleId="118" />
		<trigger Id="4" Type="Units" Player="1" Count="0" Position="544 432" Radius="524" Valid="5" UnitType="Gun" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="2" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Take intel to extraction point Alpha" LocaleId="119" />
		<trigger Id="6" Type="Units" Player="0" Count="1" Position="543 430" Radius="200"  />
		<trigger Id="7" Type="Objective" Objective="1" />
		<action Triggers="6,7" Type="ObjectiveComplete" Objective="3" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Destroy all hostile units in the area" LocaleId="120" />
		<trigger Id="5" Type="Units" Player="1" Count="0" Valid="5" UnitType="Gun" />
		<action Triggers="5" Type="ObjectiveComplete" Objective="4" />

		<!-- used for testing
		<trigger Id="50" Type="UnitsBuilt" Player="0" Count="3" Unit="Newt" />
		<trigger Id="51" Type="StatOre" Player="0" Count="3000" Compare=">=" />
		<trigger Id="52" Type="StatPower" Player="0" Count="10000" Compare=">=" />
		<trigger Id="53" Type="StatPopulation" Player="0" Count="50" Compare=">=" />
		-->

		<!-- set choke point units to lower attack so they don't kill player units too quickly needs time to read messages-->
		<action Triggers="1" Type="SetProperties" Unit="24563" Health="500" MaxHealth="500" />
		<action Triggers="1" Type="SetProperties" Unit="24565" Health="500" MaxHealth="500" />
		<action Triggers="1" Type="SetProperties" Unit="24567" Health="500" MaxHealth="500" />
		<action Triggers="1" Type="SetProperties" Unit="24569" Health="500" MaxHealth="500" />
		<action Triggers="1" Type="SetProperties" Unit="1757" Attack="70" Range="200" />
		<action Triggers="1" Type="SetProperties" Unit="1759" Attack="70" Range="200" />

		<!-- player has reached choke point -->
		<trigger Id="47" Type="Units" Player="0" Compare="GT" Count="0" Position="790 1550" Radius="150" />
		<!--<trigger Id="48" Type="Units" Player="0" Compare="LT" Count="6" UnitType="Offensive" WaitForTrigger="47" />-->
		<trigger Id="48" WaitForTrigger="47" Valid="3" />
		<action Triggers="48" Type="Text" Text="[soldier worried]Retreat now!  There's too many of them!" Delay="0" LocaleId="115" AutoDismiss="4" />
		<action Triggers="48" Type="Marker" Position="1114 2444" Delay="6" />
		<action Triggers="48" Type="MoveView" Position="1114 2444" Delay="6" />
		<action Triggers="48" Player="0" Type="UnitCreate" Count="1" Unit="Zubr" State="Defend" Position="1114 2444" Delay="5" />
		<action Triggers="48" Type="SetProperties" Unit="Cougar" Health="770" />
		<action Triggers="48" Type="SetProperties" Unit="Zubr" Speed="100" RotVel="60" Delay="5" />
		<action Triggers="48" Type="Text" Unit="Zubr" Text="[soldier5 turret]Need some backup?  Let's rock!" LocaleId="121" AutoDismiss="8" Delay="5" />
		<action Triggers="48" Type="UnitMove" Player="0" Unit="Zubr" Position="1114 1906" Delay="6" />

		<!-- when player has less than 2 units give them 3 cougars -->
		<trigger Id="35" Type="Units" Player="0" Compare="LT" Count="3" UnitType="Offensive" />
		<action Triggers="35" Type="Text" Text="[soldier]Looks like we got some backup commander, [soldier surprised]just in time!" Delay="5" LocaleId="121" AutoDismiss="10" />
		<action Triggers="35" Type="Marker" Position="5181 5331" Delay="7" />
		<action Triggers="35" Type="MoveView" Position="5181 5331" Delay="7" />
		<action Triggers="35" Player="0" Type="UnitCreate" Count="3" Unit="Cougar" State="Attack" Position="5181 5331" />
		<action Triggers="35" Type="SetProperties" Unit="Cougar" Speed="100" />

		<!-- if player is still dying give them apache backup -->
		<trigger Id="40" Type="Units" Player="0" Compare="LT" Count="4" UnitType="Offensive" WaitForTrigger="35" />
		<action Triggers="40" Type="Text" Text="[soldier3 pilot]Air support reporting for duty sir." Delay="5" LocaleId="122" />
		<action Triggers="40" Type="Marker" Position="5181 5331" Delay="5" />
		<action Triggers="40" Type="MoveView" Position="5181 5331" Delay="5" />
		<action Triggers="40" Player="0" Type="UnitCreate" Count="7" Unit="Apache" State="Attack" Position="5181 5331" />

		<!-- when the player sees the turrets by the enemy HQ give them apaches to take them out easier -->
		<trigger Id="36" Type="Units" Player="0" Compare="GT" Count="0" Position="1110 3161" Radius="254" />
		<action Triggers="36" Type="Text" Text="[soldier3 pilot]Apache backup ETA is 20 seconds, they are very useful in taking out enemy forces that can't attack air units such as these M779 turrets." Valid="5" LocaleId="123" />
		<action Triggers="36" Type="Marker" Position="5181 5331" Valid="25" />
		<action Triggers="36" Type="MoveView" Position="5181 5331" Valid="25" />
		<action Triggers="36" Player="0" Type="UnitCreate" Count="5" Unit="Apache" State="Attack" Position="5181 5331" Valid="20" />
		<action Triggers="36" Type="Text" Text="[soldier3 pilot]While on recon we noticed the extraction point in the Northwest." Delay="40" LocaleId="127" />

		<!-- used for testing
	<action Triggers="10" Type="UnitKill" Unit="846" />
	<action Triggers="10" Type="UnitState" Unit="1503" State="Attack" />
	<action Triggers="10" Type="UnitState" Unit="1501" State="Attack" />
	-->

		<trigger Id="33" Type="UnitsAttacked" Player="1" Unit="Land Factory" AutoReset="120" />
		<trigger Id="34" Type="UnitsAttacked" Player="1" Unit="Orchid" AutoReset="120" />
		<action Triggers="33,2!" Type="Text" Text="[soldier4 tank]I hope we scanned this factory before destroying it..." AutoReset="5" LocaleId="124" AutoDismiss="10" />
		<action Triggers="34,2!" Type="Text" Text="[soldier6 surprised]We won't be able to scan this lab if it's destroyed." AutoReset="5" LocaleId="125" AutoDismiss="10" />

		<trigger Id="43" Type="Units" Player="0" Count="1" Compare="GE" Position="2987 2570" Radius="357" Valid="0" />
		<action Triggers="43" Type="UnitMove" Player="1" Unit="3379" Position="183 4500" Delay="1" />
		<action Triggers="43" Type="UnitMove" Player="1" Unit="35690" Position="300 4500" Delay="5" />
		<action Triggers="43" Type="UnitMove" Player="1" Unit="3381" Position="500 4700" Delay="7" />
		<action Triggers="43" Type="UnitMove" Player="1" Unit="3387" Position="200 4300" Delay="3" />
		<action Triggers="43" Type="UnitMove" Player="1" Unit="35652" Position="150 4500" />

		<!-- when Newt is attacked for the first time, scroll to Newt and warn player -->
		<!-- <trigger Id="45" Type="UnitsAttacked" Player="0" Unit="35697" />
		<action Triggers="45" Type="Text" Unit="35697" Text="[soldier excited]Taking heavy fire!  Requesting immediate backup and directions on where to escape to." LocaleId="128" AutoDismiss="10" />
		<action Triggers="45" Type="MoveView" Unit="35697" />-->
	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI02" Act="1" Mission="2" Name="Beat Down" GoalTime="780" NameLocaleId="200" IntroLocaleId="201" HelpLocaleId="202"
		Intro="[general proud][scene 2e]Good job commander, we have analyzed the intel you gathered. [general worried] I'm afraid its bad news, it appears whomever was holding our research team was alerted and knew we were coming. [general][scene 2a] They moved the research team 100 clicks North of your current position near the Kherlen river. [general disappointed] Unfortunately the other side of the river is heavily fortified and we don't have any more mobile ground units in the area. [scene 2c][general] For now we'll have to weaken their infrastructure until we can get some more units out there.  Let's start with taking out their power grid.  [scene 2d]I'm putting you in command of our nearby base to disable all enemy Wind Turbines. [general worried] You'll have to be careful though as the area also contains civilian buildings so watch where you are firing.  [general]I have requisitioned a squadron of Wasps to fly recon for you. [general serious] Since Wasps are a lightweight fighter be sure to keep them out of range of enemy anti-air turrets.[scene 2b]  After you locate any anti-air installations use the bases artillery guns to destroy them before sending the Wasps back in. [general] We also uncovered some corrupted data files in the intel you recovered which details a unique resource in the area General Jimao is experimenting with, possibly using it to create some kind of weapon.  Once you have things under control with the power generators locate and recon the mining operation."
		Help="Select your Wasp fighters and explore the area looking for enemy buildings, do not attack the enemy wind turbines yet as they are protected with heavy anti-air defenses.  Your current task is to simply fly over enemy areas and view locations of buildings.  After you discover the locations of enemy anti-air turrets select your Bertha guns and destroy the turrets, you will have to aim and target different Berthas to each enemy turret since the Berthas range is limited.  Since some buildings contain civilians do not destroy any enemy buildings other than power plants.  If you are attacked by enemy Raptors immediately bring them back to base so your anti-air defenses can take them out.  To discover the Spec Mine fly a Wasp over the enemy area in the Northeast.  Lastly you will need to select a Poseidon missile and target the Spec Mine to finish the mission."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<trigger Id="12" />
		<action Triggers="12" Type="Weather" Unit="Clouds" Count="1" />
		<action Triggers="12" Type="Setting" Unit="SetInfluencePathing" Count="0" />

		<trigger Id="1" Type="Units" Player="1" Count="0" Unit="Wind Turbine" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<trigger Id="2" Type="Units" Player="1" Compare="NE" Count="9" UnitFlag="Factory" />
		<action Triggers="2" Type="ObjectiveFailed" Objective="2" />

		<!-- player discovered spec mine -->
		<trigger Id="3" Type="Units" Player="0" Compare="GT" Count="0" Position="3654 488" Radius="300"/>
		<action Triggers="3" Type="Text" Text="[soldier3 pilot]Look at that mining operation down there, something is going on there for sure." LocaleId="205" />
		<action Triggers="3" Type="MoveView" Unit="2123" Delay="3" />
		<action Triggers="3" Type="UnitCreate" Player="0" Unit="Visible700" Position="3654 488" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="3" Delay="3" />

		<!-- when player has destroyed half of enemies wind turbines, send raptors after wasps -->
		<trigger Id="5" Type="Units" Player="1" Compare="LT" Count="30" Unit="Wind Turbine" />
		<action Triggers="5" Type="Text" Text="[soldier excited]HQ reports the enemy is sending in Raptors to take out our Wasps! [soldier worried] Our Wasps don't stand a chance against them so be sure to lure the enemy Raptors back to our base to our anti-air guns can obliterate them!" LocaleId="206" />
		<action Triggers="5" Type="Marker" Position="3611 3691" />
		<action Triggers="5" Type="UnitCreate" Player="1" Unit="Raptor" State="Attack" Count="3" Position="4400 300" />
		<action Triggers="5" Type="UnitState" Player="1" Unit="Raptor" State="Attack" />

		<trigger Id="13" Type="TextDialogs" Count="0" Valid="30" />
		<action Triggers="13" Type="SetIndicator" Unit="Help" AutoDismiss="20" />
		<action Triggers="13" Type="Text" Text="[ops]If you get stuck in any mission click the ? button for a mission brief." LocaleId="213" AutoDismiss="15" />

		<!-- when player has destroyed almost all wind turbines, send bombers after HQ to put the pressure on -->
		<trigger Id="7" Type="Units" Player="1" Compare="LT" Count="10" Unit="Wind Turbine" />
		<action Triggers="7" Type="Text" Text="[soldier2]Looks like they're sending in bombers, hurry and destroy the remaining enemy Wind Turbines!" LocaleId="207" />
		<action Triggers="7" Type="UnitState" Player="1" Unit="Valkyrie" State="Attack" />

		<!-- send one bomber every 10 seconds Triggers="11,7" Combine="All" -->
		<trigger Id="11" Type="Units" Player="1" Compare="LT" Count="10" Unit="Wind Turbine" AutoReset="1" ResetType="1" Valid="10" />
		<action Triggers="14" Player="1" Type="UnitCreate" Unit="Valkyrie" State="Attack" Position="3000 2000" AutoReset="1" />

		<trigger Id="8" Type="Units" Player="0" Count="0" Unit="Headquarters" />
		<!-- if all of our wasps are dead we can't complete the mission -->
		<trigger Id="9" Type="Units" Player="0" Count="0" Unit="Wasp" />
		<action Triggers="8,9" Combine="Any" Type="ObjectiveFailed" Objective="1" />

		<trigger Id="4" Valid="2" />
		<action Triggers="4" Type="Text" Unit="4393" Text="[soldier5 turret]Good to have you commanding sir!  Six Bertha artillery guns are ready to fire over the river, we need a target to lock onto though.  Requesting recon data from Wasp scouts." LocaleId="208" />
		<action Triggers="4" Type="SetIndicator" Unit="4393" AutoDismiss="10" />
		<action Triggers="4" Type="MoveView" Unit="4393" />

		<!-- if player has lost 3 wasps and killed no AP250s then tell them whats going on -->
		<trigger Id="14" Type="Units" Player="0" Compare="LT" Count="10" Unit="Wasp" />
		<trigger Id="18" Type="Units" Player="1" Compare="GT" Count="9" Unit="AP250" />
		<action Triggers="14,18" Type="Text" Text="[soldier3 pilot]Commander we're getting wasted out here!  Requesting immediate evac!" LocaleId="214" AutoDismiss="15" />

		<trigger Id="15" Type="TextDialogs" Count="0" WaitForTrigger="14" />
		<action Triggers="15,18" Type="MoveView" Unit="4281" />
		<action Triggers="15,18" Type="SetIndicator" Unit="4281" AutoDismiss="10" />
		<action Triggers="15,18" Type="UnitCreate" Player="0" Unit="Visible200" Position="4631 2612" />
		<action Triggers="15,18" Type="MoveView" Unit="4303" Delay="1" />
		<action Triggers="15,18" Type="SetIndicator" Unit="4303" AutoDismiss="9" Delay="1" />
		<action Triggers="15,18" Type="UnitCreate" Player="0" Unit="Visible200" Position="3864 2470" />
		<action Triggers="15,18" Type="MoveView" Unit="4305" Delay="2" />
		<action Triggers="15,18" Type="SetIndicator" Unit="4305" AutoDismiss="8" Delay="2" />
		<action Triggers="15,18" Type="UnitCreate" Player="0" Unit="Visible200" Position="3528 2470" />
		<action Triggers="15,18" Type="Text" Text="[ops]Before sending your Wasps in destroy the enemy AP250 guns with your long range Bertha artillery guns.  To see all of the AP250s in the area do a quick scouting mission with your Wasps.  It's best not to attack any targets with Wasps until the AP250s protecting the Wind Turbines are destroyed." LocaleId="215" />

		<trigger Id="16" Type="TextDialogs" Count="0" WaitForTrigger="15" />
		<action Triggers="16,18" Type="MoveView" Unit="4397" />
		<action Triggers="16,18" Type="SetIndicator" Unit="4397" AutoDismiss="10" />
		<action Triggers="16,18" Type="MoveView" Unit="4393" Delay="1" />
		<action Triggers="16,18" Type="SetIndicator" Unit="4393" AutoDismiss="9" Delay="1" />
		<action Triggers="16,18" Type="MoveView" Unit="4395" Delay="2" />
		<action Triggers="16,18" Type="SetIndicator" Unit="4395" AutoDismiss="8" Delay="2" />
		<action Triggers="16,18" Type="Text" Text="[ops]You will have to aim different Berthas to each enemy turret since the Bertha's range is limited." LocaleId="216" />

		<!-- if player is low on wasps give them some more and remind them to use berthas -->
		<trigger Id="19" Type="Units" Player="0" Compare="LT" Count="5" Unit="Wasp" />
		<action Triggers="19" Type="MoveView" Position="1030 5500" />
		<action Triggers="19" Player="0" Type="UnitCreate" Count="6" Unit="Wasp" Position="1030 5500" />
		<action Triggers="19" Type="Text" Text="[soldier3 pilot]Reporting for duty." LocaleId="217" AutoDismiss="10" />

		<!-- forces berthas to only target enemies manually by player -->
		<trigger Id="6" />
		<action Triggers="6" Type="ManualTarget" Unit="4393" />
		<action Triggers="6" Type="ManualTarget" Unit="4395" />
		<action Triggers="6" Type="ManualTarget" Unit="4397" />
		<action Triggers="6" Type="ManualTarget" Unit="4401" />
		<action Triggers="6" Type="ManualTarget" Unit="4399" />
		<action Triggers="6" Type="ManualTarget" Unit="14304" />

		<!-- new orders target spec mine -->
		<trigger Id="20" Type="Objective" Objective="1" />
		<trigger Id="21" Type="Objective" Objective="3" WaitForTrigger="20" />
		<trigger Id="22" Type="TextDialogs" Count="0" WaitForTrigger="21" />
		<action Triggers="22" Type="Text" Text="[soldier2]I just received orders from the general, we have to initiate a strike on the enemies Spec Mine in the North." LocaleId="219" />
		<action Triggers="22" Type="MoveView" Unit="2123" Delay="3" />
		<action Triggers="22" Type="SetIndicator" Unit="2123" AutoDismiss="5" Delay="4" />

		<!-- create icmb -->
		<trigger Id="23" Type="TextDialogs" Count="0" WaitForTrigger="22" />
		<action Triggers="23" Type="MoveView" Position="3362 5152" Delay="3" />
		<action Triggers="23" Type="Text" Text="[ops]To launch the Poseidon ICBM, select the missile, and then touch the enemy Spec Mine in the North to fire the missile." LocaleId="2033" />
		<action Triggers="23" Player="0" Type="UnitCreate" Unit="Poseidon" Position="3362 5152" />
		<action Triggers="23" Type="SetProperties" Unit="Poseidon" Speed="1000" />

		<!-- when spec mine is attacked end mission -->
		<trigger Id="24" Type="UnitsAttacked" Player="1" Unit="Spec Mine" />
		<action Triggers="24" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- if missile is used and spec mine not attacked mission failed -->
		<trigger Id="25" Type="Units" Player="0" Compare="LT" Count="1" Unit="Poseidon" WaitForTrigger="23" />
		<trigger Id="26" Type="UnitsHealth" Player="1" Count="100" Unit="Spec Mine" />
		<action Triggers="25,26" Type="ObjectiveFailed" Objective="4" Delay="3" />

		<objective Id="1" Desc="Destroy all enemy Wind Turbines" LocaleId="210" />
		<objective Id="3" Desc="Locate enemy Spec Mine" LocaleId="212" />
		<objective Id="4" Desc="Stun the Spec Mine" LocaleId="218" />
		<objective Id="2" Type="Secondary" Desc="Leave all enemy factories intact" LocaleId="211" />
	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI03" Act="1" Mission="3" Name="Special Forces" GoalTime="1080" NameLocaleId="0300" IntroLocaleId="0301" HelpLocaleId="0302"
		Intro="[general][scene 3b]Unfortunately our earlier data was correct and the recon you did backs it up, General Jimao is definitely creating some kind of new weapon with massive firepower, most likely an armored ground unit.  [general serious]If this data is correct a weapon of such magnitude will destabilize the entire area and lead to an all out war!  [general]Luckily for us we think they are not done with the weapon so we still have time to stop it.  General Jimao's forces have been in the area for months collecting resources to build this mega weapon and has enough supplies to create several of them, so we are going to destroy their metal ore reserves! [scene 3a] We have a small base near their main storage area, [general confused]it is constantly under attack though and in a struggle to maintain position due to the enemies never ending waves of attacking units. [general] To halt their mega unit production and stop the constant attack send small attack groups to destroy their ore storage and deplete their resources."
		Help="Build three turrets near the Headquarters to reinforce its defenses, to complete the third objective you also have to fully repair the base, luckily you can simply wait for the HQ to repair itself.  Next build some tanks and trucks and explore the map, once you find the mega unit destroy it.  Destroy the enemies Storage tanks on land.  Build a Sea Factory and ships and subs while you wait for Tech 2 to complete.  Build a radar station.  Now with the subs and ships travel to the enemy and destroy their Storage tanks."
	>

		<allowed>
		</allowed>
		<notallowed>
			<!-- note we only have to dissallow specific T2 units since T3 isn't allowed -->
			<!-- we are limiting all non needed buildings so the player isn't confused as to what to build -->
			<item Unit="Infantry Training Center" />
			<item Unit="Tech 3" />
			<!-- engr -->
			<item Unit="Spec Mine" />
			<item Unit="Critical Reactor" />
			<!-- bldg -->
			<!--<item Unit="Spec Mine" />
		<item Unit="Reactor" />
		<item Unit="Tidal Turbine" />
		<item Unit="Radar Tower" />-->
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Headquarters" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<!-- dfns -->
			<item Unit="IMS" />
			<item Unit="Zork" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<!-- mega units -->
			<item Unit="Illuminati" />

			<item Unit="Crane" />
			<item Unit="Raptor" />
			<item Unit="Valkyrie" />
			<item Unit="Seahawk" />
			
			<item Unit="Newt" />
			<item Unit="Cheetah" />
			<item Unit="Ram" />

			<item Unit="Eel" />
			<item Unit="Proteus" />
		</notallowed>

		<!-- send a steady stream of cougars every 45 seconds -->
		<trigger Id="16" Delay="45" AutoReset="1" ResetType="1" />
		<action Triggers="16" Player="1" Type="Queue" Unit="Cougar" AutoReset="1" />
		<action Triggers="16" Type="UnitState" Player="1" Unit="Cougar" State="Attack" AutoReset="1" />

		<!-- send a challenger every 20 seconds -->
		<trigger Id="17" Delay="20" AutoReset="1" ResetType="1" />
		<action Triggers="17" Player="1" Type="Queue" Unit="Challenger" AutoReset="1" />
		<action Triggers="17" Type="UnitState" Player="1" Unit="Challenger" State="Attack" AutoReset="1" />

		<trigger Id="18" Delay="60" />
		<action Triggers="18" Player="1" Type="UnitCreate" Count="5" Unit="Challenger" State="Attack" Position="3300 1040" />

		<trigger Id="14" />
		<action Triggers="14" Type="Weather" Unit="Clouds" Count="1" />
		<action Triggers="14" Type="Text" Text="[ops]Commander, we now have some factories to produce units.  To create units select a factory and then touch the icons in the command area to start building units.  After a unit is built you can select the unit and command it to move, attack, [ops smile]or explore the area." LocaleId="305" />
		<!-- set the build time of the goliath to a long amount so the player has ample time -->
		<action Triggers="14" Type="SetBuildTime" Unit="2240" Count="1800"/>

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Build a Radar Tower" LocaleId="306" />
		<trigger Id="1" Type="UnitsBuilt" Player="0" Compare="GTE" Count="1" Unit="Radar Tower" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />
		<action Triggers="1" Type="Text" Text="[radar tech]Radar systems indicate a massive energy signature, its probably the mega weapon, we must find and destroy it before its built!" Delay="10" LocaleId="307" />
		<action Triggers="1" Type="Marker" Unit="2240" Delay="10" />
		<action Triggers="1" Type="MoveView" Unit="2240" Delay="10" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Destroy all enemy Storage units" LocaleId="308" />
		<trigger Id="2" Type="Units" Player="1" Count="0" Unit="Storage" />
		<action Triggers="2" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<trigger Id="15" Type="Visible" Unit="6194" />
		<action Triggers="1,15" Combine="All" Type="Text" Text="[ops]To fortify the base build 3 defensive turrets near your Headquarters.  To do this select the shield icon and then touch a defensive unit and place it near the Headquarters." LocaleId="309" />

		<trigger Id="11" Type="Visible" Unit="6238" />
		<trigger Id="12" Type="Visible" Unit="6240" />
		<trigger Id="19" Type="Visible" Unit="6212" />
		<trigger Id="20" Type="Visible" Unit="6326" />
		<trigger Id="21" Type="Visible" Unit="6245" />
		<action Triggers="11,12,19,20,21" Combine="Any" Type="Text" Text="[soldier surprised]It looks like some of their storage units are in the sea! [soldier] We'll have to create a Sea Factory and subs to destroy them." LocaleId="310" />

		<trigger Id="22" Delay="500" />
		<action Triggers="22" Type="Weather" Unit="Clouds" Count="0" />
		<action Triggers="22" Type="Weather" Unit="Thunder" />
		<action Triggers="22" Type="Weather" Unit="Rain" Count="1" />
		<action Triggers="22" Type="Text" Text="[radar tech]The flash storms can severely limit our radar systems, I'll try to compensate with our circular polarization feed." Delay="5" LocaleId="311" />

		<trigger Id="23" Delay="530" />
		<action Triggers="23" Type="Weather" Unit="Thunder" />
		<trigger Id="24" Delay="600" />
		<action Triggers="24" Type="Weather" Unit="Thunder" />
		<trigger Id="25" Delay="645" />
		<action Triggers="25" Type="Weather" Unit="Thunder" />

		<trigger Id="26" Delay="800" />
		<action Triggers="26" Type="Weather" Unit="Rain" Count="0" />
		<action Triggers="26" Type="Weather" Unit="Thunder" />
		<action Triggers="26" Type="Weather" Unit="Clouds" Count="1" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Repair and fortify the base" LocaleId="312" />
		<!-- must build 3 defensive weapons near hq and hq must reach 100% health -->
		<trigger Id="3" Type="UnitsBuilt" Player="0" Compare="GTE" Count="3" UnitType="Defensive" Position="4263 5031" Radius="500" />
		<trigger Id="4" Type="UnitsHealth" Player="0" Count="100" Unit="Headquarters" />
		<action Triggers="3,4" Combine="All" Type="ObjectiveComplete" Objective="3" Delay="3" />
		<!-- if the hq is destroyed objective 3 failed -->
		<trigger Id="5" Type="Units" Player="0" Count="0" Unit="Headquarters" />
		<action Triggers="5" Type="ObjectiveFailed" Objective="3" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Desc="Destroy the mega weapon before it is built" LocaleId="313" />
		<!-- if goliath is built objective failed -->
		<trigger Id="6" Type="UnitsBuilt" Player="1" Count="1" Unit="Goliath" />
		<action Triggers="6" Type="ObjectiveFailed" Objective="4" />
		<!-- if goliath is destroyed objective complete -->
		<trigger Id="7" Type="Units" Player="1" Count="0" Unit="Goliath" />
		<action Triggers="7" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<trigger Id="13" Type="Visible" Unit="2240" />
		<action Triggers="13" Type="Text" Text="[soldier6 surprised]Wow that thing is huge! [soldier6] Destroy it before its completed!" LocaleId="314" />

		<!-- OBJECTIVE 5 -->
		<objective Id="5" Type="Secondary" Desc="Don't allow enemy penetration into base" AutoComplete="1" LocaleId="315" />
		<trigger Id="8" Type="Units" Player="1" Compare="GT" Count="0" Position="4263 5020" Radius="227" />
		<action Triggers="8" Type="ObjectiveFailed" Objective="5" />
	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI04" Act="1" Mission="4" Name="Rolling Out" GoalTime="1680" NameLocaleId="0400" IntroLocaleId="0401" HelpLocaleId="0402"
		Intro="[general proud][scene 4b]Excellent work, our base is now advancing position and has the area under control. [general excited] We have some exciting news as well, we found out where Jimao is constructing another mega tank, codenamed Goliath, East of his main storage area. [scene 4c] We sent in a special attack force lead by commander Vice who's team did an excellent job and captured the Goliath! [general happy] Luckily for us they hadn't finished the giant tank so it doesn't have any weaponry and will be easy to capture. [general confused][scene 4a] The problem is no ship or aircraft is big enough to carry it out of there, so we're assigning you to escort the Goliath out of the enemies area. [general serious] You will encounter some opposition as there are still random splinter cells in the area. [general] Get the tank to our base to the West."
		Help="Manage two groups of units, one on each side of the Goliath, assigning them to groups 1 and 2 will make moving them easier.  Keep the units near the Goliath to protect it from any attacks.  When you reach the minefield create a third group of Samums or Apaches and destroy the mines in front of the Goliath's path before it reaches them."
	>

		<allowed>
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<trigger Id="1" />
		<action Triggers="1" Type="Text" Text="[sv]So you're commanding this outfit huh?  What do we need you for? [sv wink] I got us this far!" LocaleId="405" />
		<!-- multiple waypoints prevents the goliath from only travelling along the bank -->
		<action Triggers="1" Type="UnitMove" Player="0" Unit="4248" Position="330 1010" Delay="10" />
		<trigger Id="10" Type="Units" Player="0" Count="1" Unit="4248" Position="330 1010" Radius="149" Valid="0" />
		<action Triggers="10" Type="UnitMove" Player="0" Unit="4248" Position="1537 435"/>
		<trigger Id="11" Type="Units" Player="0" Count="1" Unit="4248" Position="1537 435" Radius="147" Valid="0" />
		<action Triggers="11" Type="UnitMove" Player="0" Unit="4248" Position="2496 1898"/>
		<action Triggers="11" Type="UnitState" Unit="4235" State="Attack" Target="Goliath X" />

		<trigger Id="13" Type="Units" Player="0" Count="1" Unit="4248" Position="213 4155" Radius="178" Valid="0" />
		<action Triggers="13" Type="UnitState" Unit="4217" State="Attack" Target="Goliath X" />
		<action Triggers="13" Type="UnitState" Unit="4219" State="Attack" Target="Goliath X" />
		<trigger Id="14" Type="Units" Player="0" Count="1" Unit="4248" Position="267 3054" Radius="306" Valid="0" />
		<action Triggers="14" Type="UnitState" Unit="4221" State="Attack" Target="Goliath X" />
		<action Triggers="14" Type="UnitState" Unit="4223" State="Attack" Target="Goliath X" />
		<action Triggers="14" Type="UnitState" Unit="4225" State="Attack" Target="Goliath X" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Escort the Goliath to the base" LocaleId="406" />
		<!-- if goliath is destroyed mission failed -->
		<trigger Id="2" Type="Units" Player="0" Count="0" Unit="Goliath X" />
		<action Triggers="2" Type="ObjectiveFailed" Objective="1" />
		<!-- if goliath reaches base mission succeeded -->
		<trigger Id="3" Type="Units" Player="0" Count="1" Unit="Goliath X" Position="5460 5174" Radius="200" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Type="Secondary" Desc="Recover Goliath with more than 80% armor" AutoComplete="1" LocaleId="407" />
		<trigger Id="6" Type="UnitsHealth" Player="0" Compare="LT" Count="80" Unit="Goliath X" />
		<action Triggers="6" Type="ObjectiveFailed" Objective="2" />

		<!-- goliath is not commandable -->

		<!-- when golaith reaches midpoint trigger enemy attack from all directions -->
		<trigger Id="7" Type="Units" Player="0" Count="1" Unit="Goliath X" Position="2496 1898" Radius="150" />
		<action Triggers="7" Type="Text" Text="[sv]What now?" LocaleId="408" />
		<action Triggers="7" Type="Text" Unit="4248" Text="[soldier excited]A break down!" LocaleId="409" />
		<action Triggers="7" Type="Text" Unit="4248" Text="[soldier4 tank]We had to make some last minute patches to get this beast rolling since it wasn't finished, hold them off while we get it started again." LocaleId="410" />
		<!-- wasps fly over goliath to scout area -->
		<action Triggers="7" Type="UnitMove" Player="1" Unit="Wasp" Position="1230 4800" Delay="15" />
		<action Triggers="7" Type="Text" Unit="4248" Text="[sv]Oh great, enemy scouts. [sv excited] Prepare for an attack..." Delay="20" LocaleId="412" />
		<action Triggers="7" Type="UnitState" Unit="4237" State="Attack" Target="Goliath X" Delay="20" />
		<action Triggers="7" Type="UnitState" Unit="4239" State="Attack" Target="Goliath X" Delay="20" />
		<action Triggers="7" Type="UnitState" Unit="4241" State="Attack" Target="Goliath X" Delay="20" />
		<action Triggers="7" Type="UnitState" Unit="4227" State="Attack" Target="Goliath X" Delay="35" />
		<action Triggers="7" Type="UnitState" Unit="4229" State="Attack" Target="Goliath X" Delay="35" />
		<action Triggers="7" Type="UnitState" Unit="4247" State="Attack" Target="Goliath X" Delay="50" />
		<action Triggers="7" Type="UnitState" Unit="4249" State="Attack" Target="Goliath X" Delay="50" />
		<action Triggers="7" Type="UnitState" Unit="4245" State="Attack" Target="Goliath X" Delay="70" />
		<action Triggers="7" Type="UnitState" Unit="4243" State="Attack" Target="Goliath X" Delay="70" />
		<action Triggers="7" Type="Text" Unit="4248" Text="[sv angry]Hurry up and get that hunk of crap fixed!" Delay="90" LocaleId="413" />
		<action Triggers="7" Type="UnitState" Unit="4255" State="Attack" Target="Goliath X" Delay="90" />
		<action Triggers="7" Type="UnitState" Unit="4253" State="Attack" Target="Goliath X" Delay="90" />
		<action Triggers="7" Type="UnitState" Unit="4251" State="Attack" Target="Goliath X" Delay="90" />

		<trigger Id="15" Type="Units" Player="0" Compare="LT" Count="3" Unit="Cougar" />
		<action Triggers="15" Type="Text" Unit="4248" Text="[soldier2 excited]Looks like we got some backup commander, just in time!" Delay="5" LocaleId="414" />
		<action Triggers="15" Type="Marker" Position="100 1777" Delay="5" />
		<action Triggers="15" Type="MoveView" Position="100 1777" Delay="5" />
		<action Triggers="15" Player="0" Type="UnitCreate" Count="5" Unit="Cougar" State="Defend" Position="100 1777" />

		<action Triggers="7" Type="UnitMove" Player="0" Unit="4248" Position="5494 275" Delay="120" />

		<!-- goto base - final destination -->
		<trigger Id="12" Type="Units" Player="0" Count="1" Unit="4248" Position="5494 275" Radius="137" />
		<action Triggers="12" Type="UnitMove" Player="0" Unit="4248" Position="5418 5174"/>
		<action Triggers="12" Type="Marker" Position="5060 22" />
		<action Triggers="12" Type="MoveView" Position="5060 22" />
		<action Triggers="12" Player="0" Type="UnitCreate" Count="6" Unit="Cougar" State="Defend" Position="5060 22" />
		<action Triggers="12" Type="Text" Text="[soldier6]I told you the waypoint was five clicks North. [soldier6 happy] There's Alpha team, glad we made it!  Lock and load!" LocaleId="415" />

		<trigger Id="17" Type="Units" Player="0" Count="1" Unit="4248" Position="3708 1449" Radius="257" />
		<action Triggers="17" Type="UnitState" Unit="5510" State="Attack" Target="Goliath X" />
		<action Triggers="17" Type="UnitState" Unit="5512" State="Attack" Target="Goliath X" />
		<action Triggers="17" Type="UnitState" Unit="5514" State="Attack" Target="Goliath X" />

		<trigger Id="18" Type="UnitsHealth" Player="0" Compare="LT" Count="10" Unit="Goliath X" />
		<action Triggers="18" Type="Text" Unit="4248" Text="[soldier2 excited]WARNING! [soldier2] The Goliath's health is very low, a few more hits and it will be destroyed and the mission failed!" LocaleId="416" />

		<trigger Id="19" Delay="250" />
		<action Triggers="18" Type="Text" Unit="4248" Text="[sv]You soldiers keep your vehicles clear of the Goliath's path, if we have to stop this thing we may not be able to get it started again." LocaleId="417" />

		<!-- when golaith reaches minefield -->
		<trigger Id="8" Type="Units" Player="0" Compare="GT" Count="0" Position="5437 1426" Radius="299" />
		<action Triggers="8" Type="Text" Unit="4248" Text="[soldier2 excited]It looks like a minefield ahead!" LocaleId="418" />
		<action Triggers="8" Type="Text" Unit="4248" Text="[sv angry]Clear a path for the Goliath!  We can't stop it because the starter was destroyed in the last attack so we can't fire it up again, we must keep it rolling!" LocaleId="419" />
		<action Triggers="8" Type="Text" Unit="4248" Text="[soldier2 excited]Commander, our ground units don't have the range to destroy the mines! [soldier2] I'm calling in Apache backup." Delay="15" LocaleId="420" />
		<action Triggers="8" Player="0" Type="UnitCreate" Count="4" Unit="Apache" State="Attack" Position="5540 2165" Delay="30" />
		<action Triggers="8" Type="Marker" Position="5540 2165" Delay="30" />
		<action Triggers="8" Type="MoveView" Position="5540 2165" Delay="30" />
		<action Triggers="8" Type="Text" Text="[soldier3 pilot]Reporting for duty sir, awaiting orders." Delay="30" LocaleId="421" />
		<action Triggers="8" Type="Text" Text="[ops]Use the Apache helis to destroy the mines before your ground units or the Goliath gets to them." Delay="40" LocaleId="422" />

		<!-- when golaith reaches berthas -->
		<trigger Id="9" Type="Units" Player="0" Count="1" Unit="4248" Position="3124 3243" Radius="364" Valid="0" />
		<action Triggers="9" Type="Marker" Position="2100 3900" />
		<action Triggers="9" Type="MoveView" Position="2100 3900" />
		<action Triggers="9" Type="Text" Text="[sv excited]Attack the long range Bertha guns before they destroy the Goliath!" LocaleId="423" />

		<trigger Id="16" Type="Units" Player="0" Count="1" Unit="4248" Position="2917 5434" Radius="309" Valid="0" />
		<action Triggers="16" Type="UnitState" Unit="4231" State="Attack" Target="Goliath X" Delay="5" />
		<action Triggers="16" Type="UnitState" Unit="4233" State="Attack" Target="Goliath X" Delay="5" />
		<action Triggers="16" Type="UnitState" Unit="4273" State="Attack" Target="Goliath X" Delay="5" />
		<action Triggers="16" Type="UnitState" Unit="4275" State="Attack" Target="Goliath X" Delay="5" />
		<action Triggers="16" Type="UnitState" Unit="4283" State="Attack" Target="Goliath X" Delay="5" />
		<action Triggers="16" Type="Text" Unit="4248" Text="[soldier2]The base is ahead on radar, [soldier2 excited]not far to go now!" LocaleId="424" />
		<action Triggers="16" Type="Text" Text="[sv excited]The calm before the storm..." LocaleId="425" />
	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI05" Act="1" Mission="5" Name="On Call" GoalTime="1200" NameLocaleId="500" IntroLocaleId="501" HelpLocaleId="502"
		Intro="[scene 5b][general serious]Good evening commander, commander Vice has explained the situation. [general happy] Thanks to her valiant efforts of repairing the Goliath and fending off the enemies we were lucky to recover it. [general] Our engineers have been going over it for days and have mostly finished building its remaining systems, it should be ready for battle in the coming months.  [general worried]It appears we are on our missing research team's tracks, the Goliath is chocked full of Omicron Initiative technology, [general]at the center of the Goliath is a new power technology which captures the energy from excited crystals named Crom, these crystals are integral in the Goliaths construction. [general serious][scene 5c] The Omicron Initiative was formed to develop a new type of high energy laser propulsion system for our next ventures into space exploration outside of our solar system, [general confused]instead it appears the technology has been adapted by Omicron scientists to power ground units such as the Goliath. [general] We also found a researchers laptop left in one of the Goliath storage bays containing notes about adapting the technology to power a stealth field generator. [general worried] This is very disturbing information, if our enemies obtain such technologies we would have no way of knowing their locations. [scene 5a][general] Yesterday we received reports of Jimao building a new base.  Thankfully we already have an outpost in the area and [general proud]we're giving you full command!  Expand our operations there, explore the area, [general angry]and destroy any of Jimao's operations found!"
		Help="Use aircraft to explore the map, find the enemy base.  Create power units, factories, and offensive units to destroy the enemy."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="Tech 3" />
			<!-- bldg -->
			<!--<item Unit="Spec Mine" />
		<item Unit="Reactor" />
		<item Unit="Tidal Turbine" />
		<item Unit="Radar Tower" />-->
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Headquarters" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="Critical Reactor" />

			<!-- dfns AP250, Phalanx, Bertha, Merlon, Zenith, IMS, Zork -->
			<item Unit="IMS" />
			<item Unit="Zork" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<!-- mega units -->
			<item Unit="Illuminati" />
		</notallowed>

		<trigger Id="1" />
		<action Triggers="1" Type="FlashMines" Count="1" />

		<trigger Id="39" Delay="700" />
		<action Triggers="39" Type="Weather" Unit="Thunder" />
		<action Triggers="39" Type="Weather" Unit="Rain" Count="1" />
		<trigger Id="40" Delay="800" />
		<action Triggers="40" Type="Weather" Unit="Thunder" />
		<trigger Id="41" Delay="900" />
		<action Triggers="41" Type="Weather" Unit="Thunder" />
		<trigger Id="42" Delay="1100" />
		<action Triggers="42" Type="Weather" Unit="Rain" Count="0" />


		<trigger Id="2" Delay="900" />
		<action Triggers="2" Type="Text" Text="[sv arrogant]Did you have any doubt my brilliant mind would get the Goliath working?  [sv happy]Try not to destroy it too quickly!" LocaleId="505" />
		<action Triggers="2" Player="0" Type="UnitCreate" Unit="Goliath" Position="3000 300" />
		<action Triggers="2" Type="Marker" Position="3000 300" />
		<action Triggers="2" Type="MoveView" Position="3000 300" />

		<trigger Id="3" Delay="30" />
		<action Triggers="3" Player="1" Type="Queue" Unit="Apache" Count="4" />
		<action Triggers="3" Player="1" Type="Queue" Unit="Challenger" Count="4" />

		<trigger Id="4" Delay="100" />
		<action Triggers="4" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="4" Player="1" Type="Queue" Unit="Apache" Count="5" />
		<action Triggers="4" Player="1" Type="Queue" Unit="Challenger" Count="5" />
		<action Triggers="4" Player="1" Type="Queue" Unit="Tech 2" />

		<trigger Id="5" Delay="130" />
		<action Triggers="5" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="5" Player="1" Type="Queue" Unit="Apache" Count="7" />
		<action Triggers="5" Player="1" Type="Queue" Unit="Wasp" Count="5" />

		<trigger Id="6" Delay="180" />
		<action Triggers="6" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="6" Player="1" Type="Queue" Unit="Cougar" Count="3" />
		<action Triggers="6" Player="1" Type="Queue" Unit="Samum" Count="3" />
		<action Triggers="6" Player="1" Type="Queue" Unit="Archer" Count="3" />

		<trigger Id="7" Delay="230" />
		<action Triggers="7" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="7" Player="1" Type="Queue" Unit="Samum" Count="5" />
		<action Triggers="7" Player="1" Type="Queue" Unit="Newt" Count="2" />

		<trigger Id="8" Delay="300" />
		<action Triggers="8" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="8" Player="1" Type="Queue" Unit="Apache" Count="10" />
		<action Triggers="8" Player="1" Type="Queue" Unit="Wasp" Count="4" />

		<trigger Id="9" Delay="360" />
		<action Triggers="9" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="9" Player="1" Type="Queue" Unit="Valkyrie" Count="5" />
		<action Triggers="9" Player="1" Type="Queue" Unit="Wasp" Count="10" />

		<trigger Id="10" Delay="420" />
		<action Triggers="10" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="10" Player="1" Type="Queue" Unit="Samum" Count="5" />
		<action Triggers="10" Player="1" Type="Queue" Unit="Newt" Count="2" />

		<trigger Id="11" Delay="500" />
		<action Triggers="11" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="11" Player="1" Type="Queue" Unit="Apache" Count="10" />
		<action Triggers="11" Player="1" Type="Queue" Unit="Challenger" Count="4" />

		<trigger Id="13" Delay="750" />
		<action Triggers="13" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="13" Player="1" Type="Queue" Unit="Samum" Count="6" />
		<action Triggers="13" Player="1" Type="Queue" Unit="Apache" Count="10" />
		<action Triggers="13" Player="1" Type="Queue" Unit="Valkyrie" Count="4" />
		<action Triggers="13" Player="1" Type="Queue" Unit="Challenger" Count="10" />

		<trigger Id="14" Delay="800" />
		<action Triggers="14" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />

		<trigger Id="15" Delay="900" />
		<action Triggers="15" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="15" Player="1" Type="Queue" Unit="Challenger" Count="20" />

		<trigger Id="16" Delay="1000" />
		<action Triggers="16" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="16" Player="1" Type="Queue" Unit="Samum" Count="10" />

		<trigger Id="17" Delay="1100" />
		<action Triggers="17" Type="UnitState" Player="1" State="Attack" UnitType="Gun" />
		<action Triggers="17" Player="1" Type="Queue" Unit="Challenger" Count="20" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Search and destroy all enemy operations in the area" LocaleId="506" />
		<trigger Id="30" Type="Units" Player="1" Count="0" UnitType="Building" />
		<trigger Id="34" Type="Units" Player="1" Count="0" UnitType="Gun" />
		<action Triggers="30,34" Combine="All" Type="ObjectiveComplete" Objective="1" Delay="3" />
		<trigger Id="36" Type="Units" Player="0" Count="0" UnitType="Building" />
		<trigger Id="37" Type="Units" Player="0" Count="0" UnitType="Gun" />
		<action Triggers="36,37" Combine="All" Type="ObjectiveFailed" Objective="1" Delay="3" />

		<trigger Id="35" Type="Visible" Unit="15922" />
		<action Triggers="35" Type="Text" Text="[soldier6]To easily take out this Merlon we should requisition some [soldier6 happy]long range Archer units!" LocaleId="507" />
		<action Triggers="35" Type="MoveView" Unit="15922" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Research Tech 2 at your Headquarters" LocaleId="508" />
		<trigger Id="38" Type="UnitsBuilt" Player="0" Unit="Tech 2" Count="1" />
		<action Triggers="38" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Build a Spec Mine" LocaleId="509" />
		<trigger Id="31" Type="UnitsBuilt" Player="0" Unit="Spec Mine" Count="1" />
		<action Triggers="31" Type="ObjectiveComplete" Objective="3" Delay="3" />

		<trigger Id="33" Type="Visible" Position="3213 3360" />
		<action Triggers="33" Type="Text" Text="[ops]Commander, the green crystals in the water is a unique resource, [ops smile]if you build a Spec Mine on it you will gain more ore to build units faster." LocaleId="510" />
		<action Triggers="33" Type="Marker" Position="3213 3360" />
		<action Triggers="33" Type="MoveView" Position="3213 3360" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Explore over 90% of the area" LocaleId="511" />
		<trigger Id="32" Type="StatDiscovered" Compare="GT" Count="90" />
		<action Triggers="32" Type="ObjectiveComplete" Objective="4" Delay="3" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI06" Act="1" Mission="6" Name="Shantar" GoalTime="2700" NameLocaleId="600" IntroLocaleId="601" HelpLocaleId="602"
		Intro="[scene 6a][general]After sorting through the remains of the Chinese base [general excited]we have finally discovered the location of the Omicron Initiative research team!  [general worried]They are being held in an advanced research lab on a remote island near Shantar Russia.[general angry]  This area contains very unstable ground so none of our armored vehicles can be deployed, you'll have to complete the entire operation with infantry. [general] Take control of the area and capture the lab with the research team in it at all costs!  We also triangulated some strange signals from two of the labs, one in the North and the other in the South, it may be worth checking out with an Engineer so they can do a detailed analysis."
		Help="Search the area for the research labs and capture them using Engineers, to train engineers you must build an Infantry Training Center and research Tech 2 at your Headquarters."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="Tech 3" />
			<!-- bldg -->
			<!--<item Unit="Spec Mine" />
		<item Unit="Reactor" />
		<item Unit="Tidal Turbine" />
		<item Unit="Headquarters" />
		<item Unit="Radar Tower" />-->
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="Land Factory" />
			<item Unit="Air Factory" />
			<item Unit="Sea Factory" />
			<item Unit="Critical Reactor" />

			<!-- dfns AP250, Phalanx, Bertha, Merlon, Zenith, IMS, Zork -->
			<item Unit="IMS" />
			<item Unit="Zork" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<!-- mega units -->
			<item Unit="Illuminati" />
		</notallowed>

		<trigger Id="10" Valid="5" />
		<action Triggers="10" Type="DontAutoAttackUnarmed" Count="1" />
		<action Triggers="10" Type="Text" Text="[ops]In this mission you have to build your own base commander.  First you need to build some power cells to supply energy to buildings.  Constructing outposts is a good idea to get an advanced warning of enemy troops coming into your base, also some defenses might be wise.[ops smile]  Good luck!" LocaleId="605" />

		<!-- 5 minutes in attack player with soldiers -->
		<trigger Id="11" Valid="300" />
		<action Triggers="11" Player="1" Type="UnitCreate" Count="6" Unit="Soldier" State="Attack" Position="1070 2144" />
		<action Triggers="11" Type="Text" Unit="6233" Text="[soldier]I just picked up some enemy radio communication, we may have incoming hostiles." LocaleId="606" />

		<!-- attack player at 10min -->
		<trigger Id="12" Valid="600" />
		<action Triggers="12" Player="1" Type="UnitCreate" Count="6" Unit="Seal" State="Attack" Position="5416 300" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Build an Infantry Training Center" LocaleId="607" />
		<trigger Id="1" Type="UnitsBuilt" Player="0" Unit="Infantry Training Center" Compare="GTE" Count="1" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<!-- OBJECTIVE 5 -->
		<objective Id="5" Desc="Build five outposts around your base" LocaleId="608" />
		<trigger Id="5" Type="UnitsBuilt" Player="0" Unit="Outpost" Compare="GTE" Count="5" />
		<action Triggers="5" Type="ObjectiveComplete" Objective="5" Delay="3" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Research Tech 2 at your HQ" LocaleId="609" />
		<trigger Id="2" Type="UnitsBuilt" Player="0" Unit="Tech 2" Count="1" />
		<action Triggers="2" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<!-- OBJECTIVE 6 -->
		<objective Id="6" Desc="Build five Engineers" LocaleId="610" />
		<trigger Id="6" Type="UnitsBuilt" Player="0" Unit="Engineer" Compare="GTE" Count="5" />
		<action Triggers="6" Type="ObjectiveComplete" Objective="6" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Capture six enemy research labs" LocaleId="611" />
		<trigger Id="3" Type="UnitsConverted" Player="0" UnitType="Lab" Compare="GTE" Count="6" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="3" Delay="3" />

		<!-- teach player about speeding up game -->
		<trigger Id="17" Delay="450" />
		<action Triggers="17" Type="Text" Text="[ops]If units are taking too long to build or travel, you can speed up the game.  Though don't forget to slow the game back down [ops smile]when action gets intense!" LocaleId="612" />

		<!-- teach player about remote building -->
		<trigger Id="18" Delay="550" />
		<action Triggers="18" Type="Text" Text="[ops]To deploy infantry faster in remote locations build Infantry Training Centers in the remote area." LocaleId="613" />

		<!-- warn player if attacking labs -->
		<trigger Id="16" Type="UnitsAttacked" Player="1" Unit="Orchid" AutoReset="60" />
		<action Triggers="16" Type="Text" Text="[soldier4 tank]Don't destroy the Orchid we need to convert it with Engineers." AutoReset="5" LocaleId="614" />

		<!-- if player kills 2 labs objective failed -->
		<trigger Id="19" Type="UnitsKilled" Player="1" UnitType="Lab" Compare="GT" Count="1" />
		<action Triggers="19" Type="ObjectiveFailed" Objective="3" Delay="1" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Destroy all enemy units" LocaleId="615" />
		<trigger Id="4" Type="Units" Player="1" Count="0" UnitType="Gun" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- instruct player on how to capture labs -->
		<trigger Id="13" Type="Units" Player="0" Compare="GTE" Count="1" Position="3719 2658" Radius="177" Valid="0" />
		<action Triggers="13" Type="Text" Text="[ops]To capture the Orchid lab select an engineer and target the lab, to speed up the process use more engineers." LocaleId="616" />

		<!-- warn player of COIL -->
		<trigger Id="14" Type="Units" Player="0" Count="1" Compare="GTE" Position="1249 2525" Radius="560" Valid="0" />
		<action Triggers="14" Type="Text" Text="[soldier]That laser blast came from a COIL defense weapon, [soldier scared]we should stay clear of it." LocaleId="617" />

		<!-- if player tries to enter front gate then suggest head south -->
		<trigger Id="15" Type="Units" Player="0" Count="1" Compare="GTE" Position="1499 3545" Radius="214" Valid="0" />
		<action Triggers="15" Type="Text" Text="[soldier excited]Wow this is heavily defended! [soldier] There might be another way in that isn't." LocaleId="618" />
		<action Triggers="15" Delay="30" Type="Text" Text="[soldier5 turret]Sir, I heard some radio chatter suggesting that their defenses are weaker on the South side of the base, we might want to check it out instead." LocaleId="619" />
		
		<!-- clue about secret area -->
		<trigger Id="20" Type="Units" Player="0" Count="1" Unit="Engineer" Compare="GTE" Position="3242 540" Radius="122" />
		<trigger Id="21" Type="Units" Player="0" Count="1" Unit="Engineer" Compare="GTE" Position="3768 5485" Radius="110" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[scientist shadow]Hey you!" LocaleId="620" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[soldier confused]What's going on buddy?" LocaleId="622" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[scientist shadow]I'm not supposed to be talking to anyone, but lately I've been rethinking things you know?" LocaleId="623" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[soldier surprised]What are you talking about?" LocaleId="624" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[scientist shadow]Well let's just say this is an insurance policy for me in case things don't work out.  I could be killed for providing you this information.  Here's the deal, I give you some potentially valuable information and if I need your help in the future maybe you won't be so reluctant." LocaleId="625" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[soldier]Go on..." LocaleId="626" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[scientist shadow]We have another lab in the arctic, our main facility in sector M8, it's where I do most of my research.  The blizzards there last forever, anyways South of this area is a secret lab only visible if you are right next to it, you can't see it from a vehicle, snow and ice sheets cover it most of the year.  It may be worth investigating if things get hairy.  Oh they are calling me, I've got to run..." LocaleId="627" />
		<action Triggers="20,21" Combine="Any" Type="Text" Text="[soldier]Thanks for the intel I'll pass it on to my C.O." LocaleId="628" />
	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI07" Act="1" Mission="7" Name="Time Crunch" GoalTime="1450" NameLocaleId="700" IntroLocaleId="701" HelpLocaleId="702"
		Intro="[scene 7a][general disappointed]Our satellite surveillance of the area reveals the research team was moved minutes before you discovered the location of their lab, [general happy]the good news is since the enemy was caught off guard we were able to retrieve many of their computers and data.  [general]It has also been uncovered that General Jimao has been operating without the complete authorization and command of China's Central Military Commission.  [general serious]Which explains why we are facing splintered factions of Chinese forces and why the Central Military Commission is not reporting anything in the press.  After analyzing the data [general happy]we have recovered significant Omicron Initiative technology with this mission, good job!  [general serious]We are under a time crunch though; we have learned that one of our bases in the Northern tundra region near Altai is going to be attacked at 14:42.  [general worried]The snowy base is severely weakened and needs the technological upgrades we recently discovered. [general] You ship out immediately, once you land be sure to get a new lab up and running quickly!  [general serious]It is very important you accelerate your build schedule to meet the deadline, your ops advisor will know the details.  [general worried]Unfortunately we don't have any supplies for vehicles in the area, so you'll have to rely on static defenses only."
		Help="In this mission you will learn about accelerating the building of units.  Accelerating costs you double the credits, but decreases the time by half.  Since you have a fixed income it is faster to not accelerate anything before researching Tech 2, but it will be faster to accelerate the Orchid lab since there is no requirement to build anything after the lab.  To research the technologies by the time limit, you must not waste any resources and be quick to place new units when you have enough credits to do so.  After you research Tech 2 you can accelerate building the Orchid lab.  To do this select the lab after it is placed on the ground and select the Build Fast command."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="Tech 3" />
			<item Unit="Land Factory" />
			<item Unit="Sea Factory" />
			<item Unit="Soldier" />
			<item Unit="SEAL" />
			<item Unit="Engineer" />
			<item Unit="Air Factory" />
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Looking Glass" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="IMS" />
			<item Unit="Zork" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<item Unit="Illuminati" />
			<item Unit="Critical Reactor" />
		</notallowed>

		<trigger Id="10" />
		<action Triggers="10" Type="ShowGameTime" Count="1" />
		<!-- focus the player on building quickly -->
		<action Triggers="10" Type="Text" Text="[ops]To build the lab in time you must research Tech 2 ASAP!  It is our top priority!" LocaleId="706" Delay="1" />
		<!--
		<action Triggers="10" Type="Text" Text="[soldier worried]Intel reports a massive enemy front inbound, get that lab up and running pronto so we can upgrade our defenses!" LocaleId="705" Delay="30" />
		-->

		<!-- tell the player to accelerate all buildings -->
		<trigger Id="23" Type="Units" Unit="Power Cell" Count="0" Compare="GT" />
		<trigger Id="24" Type="Units" Unit="Wind Turbine" Count="0" Compare="GT" />
		<action Triggers="23,24" Combine="Any" Type="Text" Text="[ops]Buildings can be built faster!  To research Dirty Ordinance in time we must accelerate the construction of all power plants.  To do this select it and press the Orders icon and then the Build Fast icon, doing this uses twice the ore but decreases the build time by half." LocaleId="705" />
		<action Triggers="23,!24" Combine="All" Type="SetSelection" Unit="Power Cell" />
		<action Triggers="24,!23" Combine="All" Type="SetSelection" Unit="Wind Turbine" />
		<action Triggers="23,24" Combine="Any" Type="SetIndicator" Unit="Build Fast" AutoDismiss="10" />

		<!-- enemy base locations
		main 2960 752
		left 1170 2121
		right 4122 2370
		left infantry base 750 3470
		right infantry base 4477 3659
		bottom right 5378 5469
		send units toward player from left base for a while, then mix it up, then both sides
		-->

		<!-- send units to attack player
			seconds for enemy to travel to player base
			challenger	85
			cougar			60
			soldier			95 from infantry bases
			apache			20 from left,right base
			apache			30 from main base
			samum				35
			cheetahs		25
			-->
		<trigger Id="15" Delay="100" />
		<action Triggers="15" Player="1" Type="UnitCreate" Count="2" Unit="Challenger" State="Attack" Position="1170 2121" />
		<action Triggers="15" Type="Text" Text="[soldier2]Enemy scouts reported approaching from the North West... better get some defenses up." LocaleId="708" />

		<trigger Id="12" Delay="200" />
		<action Triggers="12" Player="1" Type="UnitCreate" Count="5" Unit="Challenger" State="Attack" Position="1170 2121" />

		<trigger Id="13" Delay="300" />
		<action Triggers="13" Player="1" Type="UnitCreate" Count="4" Unit="Cougar" State="Attack" Position="1170 2121" />
		<action Triggers="13" Player="1" Type="UnitCreate" Count="20" Unit="Soldier" State="Attack" Position="750 3470" />

		<trigger Id="14" Delay="400" />
		<action Triggers="14" Player="1" Type="UnitCreate" Count="30" Unit="Soldier" State="Attack" Position="750 3470" />
		<action Triggers="14" Player="1" Type="UnitCreate" Count="6" Unit="Apache" State="Attack" Position="2960 752" Delay="50" />
		<action Triggers="14" Type="Text" Text="[soldier]Enemy aircraft incoming, time to bring air defenses online." LocaleId="709" />

		<trigger Id="16" Delay="500" />
		<action Triggers="16" Player="1" Type="UnitCreate" Count="4" Unit="Samum" State="Attack" Position="1170 2121" />
		<action Triggers="16" Player="1" Type="UnitCreate" Count="4" Unit="Samum" State="Attack" Position="4122 2370" />
		<trigger Id="17" Type="Units" Player="0" Count="1" Unit="Radar Tower" Negate="1" />
		<action Triggers="16,17" Type="Text" Text="[soldier6 surprised]Building a radar tower would give us more warning on where these enemies are coming from!" LocaleId="710" />

		<trigger Id="18" Delay="600" />
		<action Triggers="18" Player="1" Type="UnitCreate" Count="20" Unit="SEAL" State="Attack" Position="750 3470" />
		<action Triggers="18" Player="1" Type="UnitCreate" Count="6" Unit="Apache" State="Attack" Position="4122 2370" Delay="70" />
		<action Triggers="18" Player="1" Type="UnitCreate" Count="6" Unit="Apache" State="Attack" Position="4122 2370" Delay="75" />

		<trigger Id="21" Delay="750" />
		<action Triggers="21" Player="1" Type="UnitCreate" Count="20" Unit="SEAL" State="Attack" Position="750 3470" />
		<action Triggers="21" Player="1" Type="UnitCreate" Count="25" Unit="SEAL" State="Attack" Position="4477 3659" />
		<action Triggers="21" Player="1" Type="UnitCreate" Count="5" Unit="Cheetah" State="Attack" Position="1170 2121" Delay="50" />
		<action Triggers="21" Player="1" Type="UnitCreate" Count="8" Unit="Samum" State="Attack" Position="4122 2370" Delay="50" />

		<trigger Id="19" Delay="900" />
		<action Triggers="19" Player="1" Type="UnitCreate" Count="40" Unit="SEAL" State="Attack" Position="5378 5469" />
		<action Triggers="19" Player="1" Type="UnitCreate" Count="15" Unit="Engineer" State="Attack" Position="750 3470" Delay="5" />
		<action Triggers="19" Player="1" Type="UnitCreate" Count="7" Unit="Cheetah" State="Attack" Position="1170 2121" Delay="40" />
		<action Triggers="19" Player="1" Type="UnitCreate" Count="7" Unit="Ram" State="Attack" Position="4122 2370" Delay="25" />
		<action Triggers="19" Player="1" Type="UnitCreate" Count="4" Unit="Raptor" State="Attack" Position="4122 2370" Delay="80" />
		<action Triggers="19" Player="1" Type="UnitCreate" Count="5" Unit="Apache" State="Attack" Position="5378 5469" Delay="85" />

		<trigger Id="20" Delay="1150" />
		<action Triggers="20" Type="Text" Text="[soldier4 tank]Almost to 25:00, the calm before the storm..." LocaleId="711" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="30" Unit="Engineer" State="Attack" Position="750 3470" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="30" Unit="Engineer" State="Attack" Position="750 3470" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="70" Unit="Soldier" State="Attack" Position="5378 5469" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="12" Unit="Cheetah" State="Attack" Position="1170 2121" Delay="70" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="10" Unit="Ram" State="Attack" Position="4122 2370" Delay="45" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="10" Unit="Raptor" State="Attack" Position="4122 2370" Delay="80" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="15" Unit="Apache" State="Attack" Position="5378 5469" Delay="80" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="3" Unit="Cougar" State="Attack" Position="1170 2121" Delay="45" />

		<action Triggers="20" Player="1" Type="UnitCreate" Count="100" Unit="Soldier" State="Attack" Position="750 3470" Delay="30" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="100" Unit="Soldier" State="Attack" Position="4477 3659" Delay="30" />
		<action Triggers="20" Player="1" Type="UnitCreate" Count="100" Unit="Soldier" State="Attack" Position="5378 5469" Delay="30" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Research Dirty Ordinance before 9:00" LocaleId="712" />
		<trigger Id="1" Type="Units" Player="0" Count="1" Unit="Dirty Ordinance" UnitType="Stat" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" />

		<!-- if game time reaches 9 min and no tech then objective 1 failed -->
		<trigger Id="2" Type="StatGameTime" Compare="GTE" Count="540" />
		<trigger Id="3" Type="Objective" Objective="1" Negate="1" />
		<action Triggers="2,3" Type="ObjectiveFailed" Objective="1" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Research Molecular Hardened Steel before 12:05" LocaleId="713" />
		<trigger Id="4" Type="Units" Player="0" Count="1" Unit="Molecular Hardened Steel" UnitType="Stat" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="2" />

		<!-- if game time reaches 10 min and no tech then objective 2 failed -->
		<trigger Id="5" Type="StatGameTime" Compare="GTE" Count="725" />
		<trigger Id="6" Type="Objective" Objective="2" Negate="1" />
		<action Triggers="5,6" Type="ObjectiveFailed" Objective="2" />

		<!-- instruct user on how to accelerate build -->
		<trigger Id="11" Type="Units" Unit="Orchid" Count="1" />
		<action Triggers="11" Type="Text" Text="[ops]Remember to accelerate the build of the Orchid lab!  By the way researching technologies cannot be accelerated." LocaleId="714" />

		<!-- instruct user to research techs now! -->
		<trigger Id="22" Type="Units" Unit="Orchid" Count="1" UnitType="Built" />
		<action Triggers="22" Type="Text" Text="[sub]Our Orchid research lab is online.  Awaiting your command to get the research underway, it's imperative we get this started!" LocaleId="717" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Defend the base until 24:00" LocaleId="715" />
		<trigger Id="7" Type="StatGameTime" Compare="GTE" Count="1440" />
		<action Triggers="7" Type="ObjectiveComplete" Objective="3" />

		<!-- if HQ is destroyed objective 3 failed -->
		<trigger Id="9" Type="Units" Player="0" Compare="LT" Count="1" Unit="Headquarters" UnitType="Building" />
		<action Triggers="9" Type="ObjectiveFailed" Objective="3" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Create a radar tower to expand the base" LocaleId="716" />
		<trigger Id="8" Type="UnitsBuilt" Player="0" Compare="GTE" Count="1" Unit="Radar Tower" />
		<action Triggers="8" Type="ObjectiveComplete" Objective="4" Delay="3" />

	</mission>

	<!-- MISSION ########################### -->
	<mission Id="OI08" Act="1" Mission="8" Name="All Aboard" GoalTime="1800" NameLocaleId="800" IntroLocaleId="801" HelpLocaleId="802"
		Intro="[scene 8a][general proud]Great job saving the Northern outpost.  [general excited]This is it!  We have located Dr. Crimson's team of research scientists and they are not far from your location! [general] They were moved to a heavily fortified remote island in the arctic.  The island is littered with so many anti-air defenses that any use of aircraft is hopeless.  We'll have to create a large ground force on a nearby island and transport our units over to the other island to fight the battle on the ground.  The island is composed of very unstable ice sheets that can't easily be built on.  Fortunately we have found a few locations for a Land and Air Factory but you won't be able to build additional ones.  After further analysis of the data files recovered by commander Vice in the Goliath they were closer than we previously thought on implementing their cloaking technology and may already have it in testing.  Scout the area for a testing area where they may be experimenting with cloaking technology in the field."
		Help="Research Tech 2.  There is already a Land and Air Factory for you to build offensive units.  While waiting for Tech 2 build several ground units.  After Tech 2 is complete build Crane helicopters to transport the units to the enemies island.  Once on the island destroy all units and defenses around the research lab.  Create a Newt to capture the lab."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="Land Factory" />
			<item Unit="Sea Factory" />
			<item Unit="Air Factory" />
			<item Unit="Infantry Training Center" />
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="IMS" />
			<item Unit="Zork" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<item Unit="Illuminati" />
			<item Unit="Samum" />
			<item Unit="Critical Reactor" />

			<!-- Tech 3 units -->
			<item Unit="Hornet" />
			<item Unit="Black Widow" />
			<item Unit="Osprey" />
			<item Unit="Lancer" />
			<item Unit="Sniper" />
			<item Unit="Sabateur" />
			<item Unit="Rocketeer" />
			<item Unit="Viper" />
			<item Unit="Mira" />
			<item Unit="Zumwalt" />
			<item Unit="Abyss" />
			<item Unit="Spawn" />
			<item Unit="Magmus" />
			<item Unit="Septu" />
			<item Unit="Transport One" />
			<!--<item Unit="Goliath" />-->
			<item Unit="Goliath X" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Dreadnought" />
			<item Unit="Rapture" />
			<item Unit="Zubr" />
			<item Unit="COIL" />
			<item Unit="M300" />
			<item Unit="USC" />
			<item Unit="Kallini" />
			<item Unit="Magna Lase" />
			<item Unit="Zubr" />
			<item Unit="Critical Reactor" />
			<item Unit="Fusion Plant" />
			<item Unit="Geothermal Pump" />
			<item Unit="Jamming Station" />
			<item Unit="Command Post" />
			<item Unit="Repair Station" />
			<item Unit="Missile Pad" />
			<item Unit="Area Shield" />
			<item Unit="Disruptor" />
			<item Unit="Eagle Eye" />
		</notallowed>

		<!-- set HP of lab player is supposed to capture to high level so if they accidentally start attacking it they have time to cancel orders and capture it-->
		<trigger Id="13" />
		<action Triggers="13" Type="SetHP" Unit="1567" Count="5000" />
		<action Triggers="13" Type="SetMaxHP" Unit="1567" Count="5000" />
		<action Triggers="13" Type="Weather" Unit="Snow" Count="1" />

		<trigger Id="19" Delay="700" />
		<action Triggers="19" Type="Weather" Unit="Snow" Count="0" />
		<action Triggers="19" Type="Text" Text="[soldier]I thought that blizzard would never end!" Delay="5" LocaleId="805" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Find the enemies testing area" LocaleId="806" />
		<trigger Id="1" Type="Visible" Unit="1177" />
		<action Triggers="1" Type="MoveView" Unit="1177" />
		<action Triggers="1" Type="UnitCreate" Player="0" Unit="Visible700" Position="670 758" />
		<action Triggers="1" Type="Text" Text="[soldier happy]That's got to be the testing area. [soldier confused] Did you see that ship it just disappeared!" LocaleId="807" />
		<action Triggers="1" Type="Text" Text="[sv confused]It must be a cloaking technology.  It looks like they are using it on subs as well." LocaleId="808" />
		<action Triggers="1" Type="Text" Text="[enemy]Red alert!  Enemy detected in area, evacuate all personnel and activate condition Phoenix." LocaleId="809" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<!-- blow up enemy base -->
		<trigger Id="2" Type="TextDialogs" Count="0" WaitForTrigger="1" />
		<action Triggers="2" Type="MoveView" Unit="1177" />
		<action Triggers="2" Type="UnitKill" Unit="1178" Delay="1.5" />
		<action Triggers="2" Type="UnitKill" Unit="1349" Delay="2" />
		<action Triggers="2" Type="UnitKill" Unit="1336" Delay="2" />
		<action Triggers="2" Type="UnitKill" Unit="1136" Delay="2.1" />
		<action Triggers="2" Type="UnitKill" Unit="1334" Delay="3.5" />
		<action Triggers="2" Type="UnitKill" Unit="1333" Delay="4.1" />
		<action Triggers="2" Type="UnitKill" Unit="1335" Delay="4.2" />
		<action Triggers="2" Type="UnitKill" Unit="1351" Delay="4.3" />
		<action Triggers="2" Type="UnitKill" Unit="1177" Delay="4.4" />
		<action Triggers="2" Type="UnitKill" Unit="1347" Delay="4.8" />
		<action Triggers="2" Type="UnitKill" Unit="1348" Delay="5" />
		<action Triggers="2" Type="UnitKill" Unit="1353" Delay="5.1" />
		<action Triggers="2" Type="UnitKill" Unit="1346" Delay="5.2" />
		<action Triggers="2" Type="UnitKill" Unit="1345" Delay="5.3" />
		<action Triggers="2" Type="UnitKill" Unit="1354" Delay="5.7" />
		<action Triggers="2" Type="UnitKill" Unit="1355" Delay="5.8" />
		<action Triggers="2" Type="Text" Text="[sv worried]Well I see why they keep the testing area clear from the rest of the base." Delay="5" LocaleId="810" />

		<!-- warning when attacking research lab -->
		<trigger Id="12" Type="UnitsAttacked" Player="1" Unit="Orchid" AutoReset="60" />
		<action Triggers="12" Type="Text" Text="[soldier2 excited]CEASE FIRE!  We need to capture the research lab and take Dr. Crimson alive!" AutoReset="5" LocaleId="811" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Capture lab and rescue Dr. Crimson" LocaleId="812" />

		<!-- when player sees lab move view to it, create visibility, and show text -->
		<trigger Id="11" Type="Visible" Unit="1567" />
		<action Triggers="11" Type="MoveView" Unit="1567" />
		<action Triggers="11" Type="UnitCreate" Player="0" Unit="Visible700" Position="940 3580" />
		<action Triggers="11" Type="Text" Text="[soldier6]There is the research lab. [soldier6 surprised] bring in an Engineer or Newt to capture it!" LocaleId="813" />

		<!-- if lab is destroyed mission failed -->
		<trigger Id="14" Type="UnitsKilled" Player="1" Unit="Orchid" Compare="GTE" Count="1" />
		<action Triggers="14" Type="ObjectiveFailed" Objective="2" Delay="3" />

		<trigger Id="3" Type="UnitsConverted" Player="0" Unit="Orchid" Compare="GTE" Count="1" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="3" Delay="3" />
		<action Triggers="3" Type="Text" Text="[scientist excited]You found us!" LocaleId="814" />
		<action Triggers="3" Type="Text" Text="[sv confused]Where is Dr. Crimson?" LocaleId="815" />
		<action Triggers="3" Type="Text" Text="[scientist serious]Crimson is dead." LocaleId="816" />
		<action Triggers="3" Type="Text" Text="[sv excited]What? [sv confused]When did that happen?" LocaleId="817" />
		<action Triggers="3" Type="Text" Text="[scientist]A few weeks ago... in an escape attempt." LocaleId="818" />
		<action Triggers="3" Type="Text" Text="[sv confused]We received a message from the doctor only a few days ago?" LocaleId="819" />
		<action Triggers="3" Type="Text" Text="[scientist]Perhaps Crimson made it out then?" LocaleId="820" />
		<action Triggers="3" Type="Text" Text="[sv worried]Where is the rest of the research team?" LocaleId="821" />
		<action Triggers="3" Type="Text" Text="[scientist serious]They didn't make it either..." LocaleId="822" />
		<action Triggers="3" Type="Text" Text="[sv serious]We can discuss this later, right now we have to destroy this lab and get out of here!" LocaleId="823" />
		<action Triggers="3" Type="Text" Text="[scientist worried]Wait...  I can't let you..." LocaleId="824" />
		<action Triggers="3" Type="Text" Text="[sv confused]Why?" LocaleId="825" />
		<action Triggers="3" Type="Text" Text="[scientist excited]You'll never take the cloaking technology, my financier will deal with you!" LocaleId="826" />
		<action Triggers="3" Type="Text" Text="[jimao angry]Mobilize all forces now!" LocaleId="827" />

		<trigger Id="6" Type="TextDialogs" Count="0" WaitForTrigger="3" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="615 2965" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="861 2965" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="Engineer" State="Attack" Position="1200 2965" />
		<!-- right wall -->
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="1512 2965" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="1512 3114" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="Engineer" State="Attack" Position="1512 3437" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="1512 3608" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="1512 3893" />
		<!-- bottom wall -->
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="1265 3907" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="1062 3906" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="763 3908" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="SEAL" State="Attack" Position="388 4066" />
		<action Triggers="6" Type="Text" Text="[sv angry]They are traitors!  Kill them all!" LocaleId="828" />

		<!-- we use autoreset otherwise the trigger would be active from the start of the mission -->
		<trigger Id="7" Type="Units" Player="1" Compare="LTE" Count="5" UnitType="Infantry" WaitForTrigger="6" />
		<action Triggers="7" Type="Text" Text="[jimao]You may have infiltrated this meaningless lab but I will deal with you later." LocaleId="829" />
		<action Triggers="7" Type="Text" Text="[img jimao occupied]You are lucky my attention is currently focused on other matters..." LocaleId="830" />
		<action Triggers="7" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Establish a base on the other island" LocaleId="831" />
		<trigger Id="4" Type="UnitsBuilt" Player="0" Compare="GTE" Count="3" Position="1170 2600" Radius="1000" />
		<trigger Id="15" Type="UnitsBuilt" Player="0" Compare="GTE" Count="3" Position="1200 3700" Radius="1000" />
		<trigger Id="5" Type="UnitsBuilt" Player="0" Compare="GTE" Count="3" Position="1170 4800" Radius="1000" />
		<action Triggers="4,5,15" Combine="Any" Type="ObjectiveComplete" Objective="3" Delay="3" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Desc="Destroy the enemies base" LocaleId="832" />
		<trigger Id="9" WaitForTrigger="6" Type="Units" Player="1" Compare="LT" Count="1" UnitType="Gun" Position="1168 3500" Radius="1500" />
		<trigger Id="10" WaitForTrigger="6" Type="Units" Player="1" Compare="LT" Count="1" UnitType="Building" Position="1168 3500" Radius="1500" />
		<action Triggers="9,10" Combine="All" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- OBJECTIVE 5 -->
		<objective Id="5" Type="Secondary" Desc="Create a Goliath by mining Crom" LocaleId="833" />
		<trigger Id="8" Type="Units" Player="0" Compare="GT" Count="0" Unit="Goliath" UnitType="Built" />
		<action Triggers="8" Type="ObjectiveComplete" Objective="5" Delay="3" />
		
		<!-- create secret underwater lab if player enters area -->
		<trigger Id="16" Type="Units" Player="0" Count="1" Position="4893 5266" Radius="138" Valid="0" />
		<action Triggers="16" Player="0" Type="UnitCreate" Unit="Looking Glass" Position="4893 5266" />

		<!-- secret spot -->
		<trigger Id="17" Type="Units" Player="0" Count="1" UnitType="Infantry" Position="4893 5266" Radius="163" Valid="0" />
		<action Triggers="17" Type="MoveView" Position="4893 5266" />
		<action Triggers="17" Type="Text" Text="[char3]Who's out there?" LocaleId="834" />
		<action Triggers="17" Type="Text" Text="[char3]Ah you're with that Omicron outfit right?" LocaleId="835" />
		<action Triggers="17" Type="Text" Text="[sv]Well sort of, we're trying to recover our team and associated technologies." LocaleId="836" />
		<action Triggers="17" Type="Text" Text="[sv confused]What are you doing out here in the middle of nowhere?" LocaleId="837" />
		<action Triggers="17" Type="Text" Text="[char3]Well we have labs all over doing research on various things.  After the debacle at Black Mesa I had a few different assignments and then ended up here, not my first choice!" LocaleId="838" />
		<action Triggers="17" Type="Text" Text="[char3]Jimao has been a big hindrance to getting anything done in this area." LocaleId="839" />
		<action Triggers="17" Type="Text" Text="[sv serious]He is our top priority right now, we're taking down his bases one by one trying to locate our scientists and technologies." LocaleId="840" />
		<action Triggers="17" Type="Text" Text="[char3]I'd be glad to give you guys some support if you are going to slow down anything he does." LocaleId="841" />
		<action Triggers="17" Type="Text" Text="[sv arrogant]Well we probably won't need any help but you never know." LocaleId="842" />
		<trigger Id="18" Type="TextDialogs" Count="0" WaitForTrigger="17" />
		<action Triggers="18" Player="0" Type="UnitCreate" Unit="Osprey" Count="4" Position="4893 5266" />
		<action Triggers="18" Type="Text" Text="[char3]Here are some extra Ospreys we had down in storage, make good use of them." LocaleId="844" />
		<action Triggers="18" Type="Text" Text="[sv serious]Appreciated." LocaleId="845" />
		<action Triggers="18" Type="Text" Text="[char3]If you would like to talk again we have another lab to the Northeast of your M12 outpost in the sea.  The place is a mess with the high winds there, look for a small island." LocaleId="846" />

	</mission>

	<!-- MISSION ########################### -->
	<mission Id="OI09" Act="2" Mission="9" Name="Aquarius" GoalTime="1620" NameLocaleId="900" IntroLocaleId="901" HelpLocaleId="902"
		Intro="[scene 9a][general happy]Glad you made it out alive! [general disappointed] So Dr. Crimson's team was divided and some of them went rogue for the money.  They were being paid by Jimao to implement Omicron technology into weaponry and cloaking technology it seems. [general] This helps explain the text message we received, Crimson must have been held captive but was still able to send it at some point. [general worried] We also found traces of Russian schematics and financial records in some of the materials recovered from the lab.  It appears Russians may also be involved.  [general]We have assimilated the cloaking technology and are close to being able to use it on our own vessels, until then we have captured several of the enemy vessels we can use to our advantage.  Southeast of your current location there is an enemy base we think contains more information about their cloaking research.  It is the lab where initial tests on cloaking subs were done, [general serious]of course it is in the heart of their naval operations and surrounded by a massive fleet of ships! [general] You will need to explore the area and locate their underwater research station, deploy a strike team to board the station and investigate, then get out of there undetected."
		Help="Explore the area with the sub while avoiding sea mines and enemy subs.  This is a great time to use the Lock View order which will fix the camera on your sub.  Find the enemy research lab and deploy the recon team.  Head south and destroy the Tidal Turbine to shut down the detection grid.  Move slowly avoiding any newly placed mines, if you see an enemy outpost on the shore that is a hint that enemy mines are probably near.  Destroy the Geothermal Pump to shut down another detection grid.  Avoid the enemy subs on the way back to remain undetected.  Avoid more mines and head back to base."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<trigger Id="1" />
		<action Triggers="1" Type="FlashMines" Count="1" />
		<action Triggers="1" Type="DontAutoAttackUnarmed" Count="1" />
		<!-- set longer range on abyss so player can easily see mines before tripping them, increase visibility of abyss -->
		<action Triggers="1" Type="SetProperties" Unit="5452" Range="90" ViewRad="300" Speed="90" />
		<!-- set mines shorter range so player can see mine before it kills them, 	default range of zork is 250 -->
		<action Triggers="1" Type="SetProperties" Player="1" Unit="Zork" Range="100" />
		<action Triggers="1" Type="UnitMove" Unit="19066" Position="34 1124" Delay="20" />
		<action Triggers="1" Type="UnitMove" Unit="19068" Position="34 1124" Delay="21" />
		<action Triggers="1" Type="UnitMove" Unit="19070" Position="34 1124" Delay="22" />
		<action Triggers="1" Type="SetIndicator" Unit="5452" AutoDismiss="20" Delay="2" />
		<action Triggers="1" Type="Text" Unit="5452" Text="[seaman]Awaiting orders." LocaleId="932" Delay="2" />

		<!-- warn player of first mine field -->
		<trigger Id="3" Type="Units" Player="0" Count="1" Position="427 1403" Radius="190" Valid="0" />
		<action Triggers="3" Type="UnitCreate" Player="0" Unit="Visible200" Position="225 1628" />
		<action Triggers="3" Type="MoveView" Position="191 1826" />
		<action Triggers="3" Type="Text" Unit="5452" Text="[seaman]Mine field ahead, since mines react to changes in water pressure we cannot pass by them undetected.  We'll have to find another route." LocaleId="905" />
		<action Triggers="3" Type="UnitStop" Unit="5452" />
		<action Triggers="3" Type="SetSelection" Unit="2993" />

		<!-- whenever a mine is killed stop the sub so the player can realize what happened -->
		<trigger Id="23" Type="UnitsKilled" Player="1" Unit="Zork" Count="1" AutoReset="10" />
		<action Triggers="23" Type="UnitStop" Unit="5452" AutoReset="1" />
		<action Triggers="23" Type="Text" Unit="5452" Text="[seaman worried]Sea mine!  What are you doing navigation?  It looks like they put outposts near all of their minefields, probably to watch for any activity." AutoReset="30" LocaleId="906" />

		<!-- move enemy boats -->
		<trigger Id="24" Type="Units" Player="0" Count="1" Position="5373 2076" Radius="148" Valid="0" />
		<action Triggers="24" Type="UnitMove" Unit="10200" Position="5652 1949" />
		<action Triggers="24" Type="UnitMove" Unit="10204" Position="5652 1949" />
		<action Triggers="24" Type="UnitMove" Unit="10173" Position="4380 242" />
		<action Triggers="24" Type="UnitMove" Unit="10184" Position="4380 242" />
		<action Triggers="24" Type="Text" Text="[ops]You are undetectable by surface ships, but if you collide with any sub you will be detected." LocaleId="907" />

		<!-- tell player about lock view -->
		<trigger Id="31" Type="TextDialogs" Count="0" WaitForTrigger="24" />
		<action Triggers="31" Type="Text" Text="[ops smile]You can use the Lock View order to fix the camera on the sub while its moving." Delay="10" LocaleId="908" />
		<action Triggers="31" Type="SetIndicator" Unit="Lock View" Delay="10" AutoDismiss="20" />

		<trigger Id="27" Type="Units" Player="0" Count="1" Position="5474 3830" Radius="110" Valid="0" />
		<action Triggers="27" Type="Text" Text="[ops]Infantry can see cloaked units due to their unobstructed sight but they have a very short range.  Keep your distance from infantry." LocaleId="909" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Discover the research station" LocaleId="910" />
		<!-- when player gets to entrace of lab tell them to go in -->
		<trigger Id="30" Type="Units" Player="0" Count="1" Position="4967 3000" Radius="110" />
		<action Triggers="30" Type="UnitStop" Unit="5452" />
		<action Triggers="30" Type="Text" Unit="5452" Text="[seaman]Now that looks like a heavily fortified entrance!  This must be it." AutoReset="30" LocaleId="931" />
		<action Triggers="30" Type="UnitCreate" Player="0" Unit="Visible200" Position="4700 3000" Delay="3" />
		<action Triggers="30" Type="MoveView" Position="4700 3000" Delay="3" />

		<!-- when player sees lab move view to it, create visibility, and show text -->
		<trigger Id="2" Type="Units" Player="0" Count="1" Position="3919 2833" Radius="110" />
		<action Triggers="2" Type="UnitCreate" Player="0" Unit="Visible700" Position="3671 2894" />
		<action Triggers="2" Type="MoveView" Unit="10653" />
		<action Triggers="2" Type="Text" Unit="5452" Text="[seal]That's it!  Get us as close as you can and don't fire!  We'll swim up through the dry-dock and check it out." LocaleId="911" />
		<action Triggers="2" Type="SetIndicator" Unit="10653" AutoDismiss="20" />
		<action Triggers="2" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<!-- create mine fields in new areas so player has to take different route back -->
		<!-- this is the area just N of the lab -->
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Mavic" Position="3624 2128" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3737 2067" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3783 2160" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3543 2062" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3539 2205" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="3935 2156" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="3716 1883" />
		<!-- switchback -->
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="1683 3170" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="1948 3224" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="1962 2969" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1666 3072" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1609 3012" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1609 3012" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1553 3057" />
		<!-- left edge of map -->
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="44 4303" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="244 3960" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="231 4239" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="183 4301" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="240 4408" />
		<!-- top right of map -->
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="4828 1583" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="5303 1602" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="5011 1906" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="4976 1593" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="5075 1623" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="5150 1582" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="5138 1634" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="5001 1547" />
		<!-- topmost section -->
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="3647 379" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Radar Tower" Position="4508 430" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="4463 282" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="4321 229" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3746 326" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3697 282" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3598 329" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="3499 307" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="4492 248" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Wall" Position="1440 426" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Wall" Position="1199 524" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Wall" Position="1197 619" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1099 576" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1124 456" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1209 401" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Zork" Position="1304 395" />
		<action Triggers="2" Type="SetProperties" Player="1" Unit="Zork" Range="100" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Deploy recon team" LocaleId="912" />
		<trigger Id="17" Type="Units" Player="0" Count="1" Position="3674 2905" Radius="110" Valid="0" />
		<action Triggers="17" Type="Text" Unit="5452" Text="[seal]Whoa doggies this water is cold even with a dry suit!  Ahem, standby..." LocaleId="913" />
		<action Triggers="17" Type="Text" Unit="10653" Text="[seal]Alright we're in, 3 minutes on the clock and we're out" Delay="7" LocaleId="914" />
		<!-- move enemy sub to lab so it has chance to detect player -->
		<action Triggers="17" Type="UnitMove" Unit="10651" Position="3525 2910" Delay="20" />
		<action Triggers="17" Type="SetProperties" Unit="10651" Speed="60" />
		<action Triggers="17" Type="Text" Unit="5452" Text="[seaman]Enemy sub detected sir!" Delay="22" LocaleId="915" />
		<action Triggers="17" Type="Text" Unit="5452" Text="[seaman]Orders?  They are going to detect us if we don't move!" Delay="27" LocaleId="916" />
		<!-- move to south base so player can see what it looks like, this is the escape route later -->
		<action Triggers="17" Type="UnitMove" Unit="10651" Position="4967 3000" Delay="50" />
		<action Triggers="17" Type="UnitMove" Unit="10651" Position="4203 4687" Delay="70" />
		<action Triggers="17" Type="Text" Unit="5452" Text="[seaman]If we follow them we might gain more intel on their base, keep our distance though." Delay="45" LocaleId="917" />
		<!-- pickup recon team -->
		<trigger Id="6" Delay="180" WaitForTrigger="17" />
		<action Triggers="6" Type="Text" Unit="10653" Text="[seal]Commander we got the drives!  Standing by for pickup." LocaleId="918" />
		<trigger Id="19" Type="Units" Player="0" Count="1" Position="3674 2905" Radius="110" Valid="1" WaitForTrigger="6" />
		<action Triggers="19" Type="Text" Unit="5452" Text="[seal]Alright!  Lets get back to base." LocaleId="919" />
		<action Triggers="19" Type="ObjectiveComplete" Objective="3" Delay="3" />
		<!-- if player destroyed research lab before recon team is back then mission failed -->
		<trigger Id="32" Type="Units" Player="1" Count="0" Unit="10653" />
		<action Triggers="32,19!" Type="ObjectiveFailed" Objective="3" Delay="1" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Desc="Return to base with recon team" LocaleId="920" />
		<!-- after deploying strike team player finds route back is mined -->
		<trigger Id="9" Type="Units" Player="0" Count="1" Position="3948 1945" Radius="179" Valid="0" WaitForTrigger="2" />
		<action Triggers="9" Combine="All" Type="Text" Unit="5452" Text="[seaman]Wow they laid mines, the whole area is covered now.  I remember seeing another route a few clicks to the South sir.  It looks like they built outposts on the shore next to where they laid mines." LocaleId="921" />
		<action Triggers="9" Combine="All"  Type="UnitCreate" Player="0" Unit="Visible200" Position="3641 2110" />
		<action Triggers="9" Combine="All"  Type="UnitStop" Unit="5452" />
		<!-- tell player to destroy power station to take out detection wall -->
		<trigger Id="21" Type="Units" Player="0" Count="1" Position="3827 4153" Radius="167" Valid="0" />
		<trigger Id="7" Type="Units" Player="0" Count="1" Position="3794 4607" Radius="187" Valid="0" />
		<action Triggers="21,7" Combine="Any" Type="UnitCreate" Player="0" Unit="Visible200" Position="3388 4444" />
		<action Triggers="21,7" Combine="Any" Type="Text" Unit="5452" Text="[seaman]If we destroy the power generator near the detection grid that should disable the grid and allow us to pass silently." LocaleId="922" />
		<!-- if player is in detection grid without killing power station then objective failed -->
		<trigger Id="5" Type="Units" Player="0" Count="1" Position="3299 4126" Radius="83" Valid="0" />
		<trigger Id="10" Type="Units" Player="0" Count="1" Position="3301 4271" Radius="84" Valid="0" />
		<trigger Id="11" Type="Units" Player="1" Unit="7803" Count="1" AutoReset="1.1" />
		<action Triggers="5,11" Type="ObjectiveFailed" Objective="1" Delay="1" />
		<action Triggers="10,11" Type="ObjectiveFailed" Objective="1" Delay="1" />
		<!-- deactivate shield walls when power station is destroyed -->
		<trigger Id="12" Type="UnitsKilled" Player="1" Unit="7803" Count="1" />
		<action Triggers="12" Type="UnitStun" Unit="7797" Count="10000" />
		<action Triggers="12" Type="UnitStun" Unit="7798" Count="10000" />
		<action Triggers="12" Type="UnitStun" Unit="7799" Count="10000" />
		<action Triggers="12" Type="UnitStun" Unit="7800" Count="10000" />
		<action Triggers="12" Type="UnitStun" Unit="7801" Count="10000" />
		<action Triggers="12" Type="UnitStun" Unit="7802" Count="10000" />
		<action Triggers="12" Type="Text" Text="[ops]When you command a unit to attack its orders are automatically changed to Attack.  Since you are controlling a cloaked sub and want to remain undetected change the sub's orders back to Defend, [ops smile]this will prevent the cloaked sub from automatically attacking any new enemy subs encountered." LocaleId="923" />
		<action Triggers="12" Type="SetIndicator" Unit="Defend" AutoDismiss="20" />
		<!-- warn player of future mines -->
		<trigger Id="16" Combine="All" Type="Units" Player="0" Count="1" Position="2694 3298" Radius="191" WaitForTrigger="2" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Outpost" Position="2867 3096" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Mavic" Position="2723 3205" />
		<action Triggers="2" Type="UnitCreate" Player="1" Unit="Mavic" Position="2606 3268" />
		<action Triggers="16" Type="Text" Unit="5452" Text="[seaman worried]These units weren't here before, watch out for mines ahead..." LocaleId="924" />
		<action Triggers="16" Type="UnitState" Unit="5452" State="Defend" />
		<!-- ambience, fly some jets over where we think player will be -->
		<action Triggers="1" Type="UnitMove" Unit="18925" Position="941 3039" />
		<action Triggers="1" Type="UnitMove" Unit="18927" Position="941 3039" Delay="5" />
		<!-- if player is in detection grid without killing power station then objective failed -->
		<trigger Id="13" Type="Units" Player="0" Count="1" Position="1201 4803" Radius="68" />
		<trigger Id="14" Type="Units" Player="1" Unit="7788" Count="1" AutoReset="1.1" />
		<action Triggers="13,14" Type="ObjectiveFailed" Objective="1" Delay="1" />
		<!-- deactivate shield walls when power station is destroyed -->
		<trigger Id="15" Type="UnitsKilled" Player="1" Unit="7788" Count="1" />
		<action Triggers="15" Type="Text" Text="[ops]Remember to change the sub's orders back to Defend." LocaleId="925" />
		<action Triggers="15" Type="UnitStun" Unit="7793" Count="10000" />
		<action Triggers="15" Type="UnitStun" Unit="7794" Count="10000" />
		<action Triggers="15" Type="UnitStun" Unit="7795" Count="10000" />
		<!-- when player is on their way back to base, send 3 subs in their path they have to navigate around -->
		<trigger Id="25" Type="Units" Player="0" Count="1" Position="1044 5458" Radius="144" Valid="0" WaitForTrigger="2" />
		<action Triggers="25" Type="SetProperties" Unit="10188" Speed="50" />
		<action Triggers="25" Type="SetProperties" Unit="10190" Speed="50" />
		<action Triggers="25" Type="SetProperties" Unit="10194" Speed="50" />
		<action Triggers="25" Type="UnitMove" Unit="10188" Position="557 5400" />
		<action Triggers="25" Type="UnitMove" Unit="10190" Position="558 5589" Delay="5" />
		<action Triggers="25" Type="UnitMove" Unit="10194" Position="557 5589" Delay="10" />
		<action Triggers="25" Type="Text" Unit="5452" Text="[seaman]Warning commander, enemy subs approaching from the East, use evasive maneuvers." LocaleId="926" />
		<!-- return to base with intel -->
		<trigger Id="28" Type="Units" Player="0" Unit="5452" Count="1" Position="1657 1312" Radius="258" WaitForTrigger="19" />
		<action Triggers="28" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Remain undetected" AutoComplete="1" LocaleId="927" />
		<!-- if sub destroyed objective failed -->
		<trigger Id="29" Type="Units" Player="0" Unit="5452" Count="0" />
		<!-- if player fires on any armed unit objective failed -->
		<trigger Id="20" Type="UnitsAttacked" Player="1" UnitType="Gun" Count="1" />
		<!-- if enemy fires on sub objective failed -->
		<trigger Id="22" Type="UnitsAttacked" Player="0" Unit="5452" Count="1" AttackerClass="Gun" />
		<action Triggers="20,22,29" Combine="Any" Type="ObjectiveFailed" Objective="1" Delay="3" />
		<!-- warn player of detection grid if power station is still alive -->
		<trigger Id="8" Type="Units" Player="0" Count="1" Position="937 4845" Radius="166" Valid="0" />
		<action Triggers="8,14" Type="Text" Unit="5452" Text="[seaman]Detection grid ahead, recommending a new route." LocaleId="928" />
		<action Triggers="8,14" Type="UnitCreate" Player="0" Unit="Visible200" Position="1200 4800" />
		<action Triggers="8,14" Type="UnitStop" Unit="5452" />
		<!-- warn player of shield wall if power station is still alive -->
		<trigger Id="4" Type="Units" Player="0" Count="1" Position="3011 4086" Radius="191" Valid="0" />
		<action Triggers="4,11" Type="Text" Unit="5452" Text="[seaman]Another detection grid, we'll have to find another way." LocaleId="929" />
		<action Triggers="4,11" Type="UnitCreate" Player="0" Unit="Visible200" Position="3314 4200" />
		<action Triggers="4,11" Type="UnitStop" Unit="5452" />
		<!-- when player gets to mines at top of map send some enemies their way -->
		<trigger Id="26" Type="Units" Player="0" Count="1" Position="5194 226" Radius="153" Valid="0" WaitForTrigger="2" />
		<action Triggers="25" Type="UnitMove" Unit="6068" Position="5586 203" />
		<action Triggers="25" Type="UnitMove" Unit="6070" Position="5586 203" />
		<action Triggers="25" Type="UnitMove" Unit="6064" Position="5493 635" />
		<action Triggers="25" Type="UnitMove" Unit="6066" Position="5493 635" />

		<!-- OBJECTIVE 5 -->
		<objective Id="5" Type="Secondary" Desc="Follow sentry to base" LocaleId="930" />
		<trigger Id="18" Type="Units" Player="0" Count="1" Position="4317 4535" Radius="252" Valid="0" />
		<action Triggers="18,17" Combine="All" Type="ObjectiveComplete" Objective="5" Delay="3" />
</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI10" Act="2" Mission="10" Name="From Russia" GoalTime="6000" NameLocaleId="1000" IntroLocaleId="1001" HelpLocaleId="1002"
		Intro="[scene 10a][general confused]The strike team recovered further intel about Crimson's team, it seems they were originally taken prisoner by General Jimao and split into three groups.  Two of the groups decided to work with the Chinese leader in exchange for money, [general worried]the third group that includes Crimson is still being held captive, although we don't know where or by whom. [general angry] Regardless, we must recover all of the Omicron technology! [general serious] Thus we are going after the second team in Eastern Europe since we intercepted a communication that leads directly to them. [general happy] It turns out Russians are involved as we previously suspected and the second team is working for ex-military officer Ivan Matrosov who now commands a large group of mercenaries. [general angry] He has been adapting local resources for weaponry, seek out and destroy all Russian activity in the area."
		Help="Build a base, factories, and units.  Search the area and destroy all units encountered.  Research Tech 2 and build a Newt or train an Engineer to capture an enemy unit to get the bonus objective."
>
		<allowed>
		</allowed>
		<notallowed>
			<!--<item Unit="Goliath" />-->
			<item Unit="Goliath X" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Dreadnought" />
			<item Unit="Rapture" />
			<item Unit="Zubr" />
			<item Unit="Magna Lase" />
			<item Unit="Zubr" />
			<item Unit="Critical Reactor" />
			<item Unit="Jamming Station" />
			<item Unit="Command Post" />
			<item Unit="Repair Station" />
			<item Unit="Missile Pad" />
			<item Unit="Area Shield" />
			<item Unit="Disruptor" />
			<item Unit="Eagle Eye" />
			<item Unit="Critical Reactor" />
		</notallowed>

		<trigger Id="1" Valid="0" />
		<action Triggers="1" Type="SetAI" Player="1" Count="1" />
		<action Triggers="1" Type="Weather" Unit="Snow" Count="1" />

		<trigger Id="4" Type="Visible" Unit="Headquarters" Player="1" />
		<action Triggers="4" Type="Text" Text="[matrosov]Your pitiful band of soldiers are nothing compared to my mercs." LocaleId="1005" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Destroy the enemy" LocaleId="1006" />
		<trigger Id="3" Type="Units" Player="1" Count="0" Valid="3" UnitTypeIgnore="Stat" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="1" Delay="10" />
		<action Triggers="3" Type="Text" Text="[matrosov]You will not be so lucky the next time we meet!" LocaleId="1007" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Type="Secondary" Desc="Capture an enemy unit" LocaleId="1008" />
		<trigger Id="2" Type="UnitsConverted" Player="0" Compare="GTE" Count="1" />
		<action Triggers="2" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<action Triggers="2" Type="Text" Text="[matrosov]Traitors!  No one disobeys me." LocaleId="1009" />

		<trigger Id="5" Delay="1800" />
		<action Triggers="5" Player="0" Type="UnitCreate" Count="1" Unit="Zubr" Position="3181 533" />
		<action Triggers="5" Type="Text" Text="[sv excited]Alright!  Look what I found in this hangar! [sv] She's all yours." LocaleId="1010" />
		<action Triggers="5" Type="MoveView" Position="3181 533" />
		<action Triggers="5" Type="Marker" Position="3181 533" />

		<trigger Id="6" Delay="600" />
		<action Triggers="6" Type="Text" Text="[matrosov]Shall I destroy you via land, air, or sea?" LocaleId="1011" />

		<trigger Id="7" Delay="1000" />
		<action Triggers="7" Type="Text" Text="[matrosov]I suggest you eat your last meal while there is still time, I recommend a tasty Black Pied steak." LocaleId="1012" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI11" Act="2" Mission="11" Name="Raspberry Jamm" GoalTime="1200" NameLocaleId="1100" IntroLocaleId="1101" HelpLocaleId="1102"
		Intro="[scene 11a][general] Commander, we're sending you to one of our nearby bases that is under attack.  They have extensive infrastructure already setup and need assistance.  The area is rich in minerals and several Spec Mines are under attack, our deep recon team says they are under eminent attack from a new type of strike fighter, [general confused]we're guessing its a new implementation of omicron technology. [general serious] Organize teams to get jammers up and running immediately to prevent enemy radar systems from locating the exact locations of our spec mines before the strike fighters arrive. [general] You won't be able to construct any buildings since they are low on key construction materials, offensive units are also in short supply because their factories were recently wiped out.  Since you will not be able to build any new power cells you will be operating on a limited power budget.  It is imperative you protect all current power sources and build defenses only in key areas where they are needed since each installation requires additional power.  We do still have advanced radar operational to provide you with vital information on where enemies may attack."
		Help="The secret to this mission is that you must build strong defenses in the areas your radar technician tells you are under attack and then salvage defenses in other areas since you will not have enough power to protect all areas at the same time.  Since you will have three mines income will not be an issue, so accelerate the build of everything and salvage defenses when necessary to free up power.  Start researching Tech 2 immediately and build some Mavics at the Northwest mine.  Build new defenses in response to radar notifications as needed.  To see enemy details in order to anticipate what defenses you may need pause the game and then scroll to the radar signatures.  You can also build a Tempest lab and research the UWB RADAR technology which will spell out exactly what each units radar signature is.  If you do this you should destroy the Tempest lab as it uses a lot of power, even though the lab will be destroyed you will still maintain the technology.  Another way to save power is to salvage the various M779 turrets already built around the map.  You could also build a Looking Glass lab and research High Efficiency Generators to increase your power by 15%, if you do this be sure to also research Explosives Chemistry to increase your Mavic, Phalanx, and Kallini damage by 15%.  There are seven waves of enemies to defeat, the last one having 20 subs.  If you don't get the radar jammers built within 20 minutes then the enemy will decimate your mines and you will fail the mission."
>
		<allowed>
			<!-- only allow defensive weapons -->
			<!-- engr -->
			<item Unit="Outpost" />
			<item Unit="Wall" />
			<item Unit="Spec Mine" />
			<!-- bldg -->
			<item Unit="Headquarters" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Jamming Station" />
			<!-- dfns -->
			<item Unit="M779" />
			<item Unit="AP250" />
			<item Unit="M300" />
			<item Unit="Mavic" />
			<item Unit="Phalanx" />
			<item Unit="Kallini" />
			<item Unit="GAAM" />

			<item Unit="Technologies" />
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<trigger Id="1" Valid="5" />
		<action Triggers="1" Type="ShowGameTime" Count="1" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Build jammers to protect spec mines" LocaleId="1105" />
		<trigger Id="11" Type="Units" Player="0" Count="1" Compare="GTE" Position="3455 4252" Radius="300" Valid="5" Unit="Jamming Station" />
		<trigger Id="12" Type="Units" Player="0" Count="1" Compare="GTE" Position="4613 3199" Radius="300" Valid="5" Unit="Jamming Station" />
		<trigger Id="13" Type="Units" Player="0" Count="1" Compare="GTE" Position="3022 2951" Radius="300" Valid="5" Unit="Jamming Station" />
		<trigger Id="14" Type="Units" Player="0" Count="1" Compare="GTE" Position="1248 4824" Radius="300" Valid="5" Unit="Jamming Station" />
		<action Triggers="11,12,13" Combine="All" Type="ObjectiveComplete" Objective="1" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Defend all spec mines until 19:00" LocaleId="1106" />
		<!-- if any of our spec mines are killed mission failed -->
		<trigger Id="2" Type="UnitsKilled" Player="0" Count="1" Compare="GTE" Valid="5" Unit="Spec Mine" />
		<action Triggers="2" Type="ObjectiveFailed" Objective="2" Delay="3" />
		<!-- if timelimit passes objective complete -->
		<trigger Id="4" Delay="1140" />
		<action Triggers="4,11,12,13" Combine="All" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Type="Secondary" Desc="Build new spec mine" LocaleId="1107" />
		<trigger Id="3" Type="UnitsBuilt" Unit="Spec Mine" Player="0" Compare="GTE" Count="1" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="3" Delay="3" />

		<!-- give player hint to research tech 2 to proceed -->
		<trigger Id="5" Delay="60" />
		<trigger Id="6" Type="UnitsQueued" Unit="Tech 2" Player="0" Count="0" WaitForTrigger="5" />
		<trigger Id="7" Type="StatGameTime" Count="65" Compare="LT" AutoReset="4" />
		<action Triggers="5,6,7" Combine="All" Type="Text" Text="[radar tech]Recommending we research Tech 2 and 3 so we can create some radar jammers and advanced defenses." LocaleId="1108" />

		<!-- give player hint to research tech 3 to proceed -->
		<trigger Id="29" Delay="430" />
		<trigger Id="30" Type="UnitsQueued" Unit="Tech 3" Player="0" Count="0" WaitForTrigger="29" />
		<trigger Id="31" Type="StatGameTime" Count="435" Compare="LT" AutoReset="4" />
		<action Triggers="29,30,31" Combine="All" Type="Text" Text="[radar tech]We must research Tech 3 so we can build radar jammers required for the mission!  We may need to salvage defenses to meet the Tech 3 power requirements." LocaleId="1109" />

		<!-- if player low on power give hint to destroy unused defenses -->
		<trigger Id="32" Type="StatGameTime" Count="500" Compare="GT" />
		<trigger Id="33" Type="StatPower" Count="500" Compare="LT" AutoReset="60" />
		<action Triggers="32,33" Combine="All" Type="Text" Text="[ops]Commander if you are low on power you can salvage unused defenses to reduce your power usage." LocaleId="1120" />

		<!-- give the player more power after they build 2 jammers -->
		<trigger Id="8" Type="Units" Player="0" Count="2" Compare="GTE" Valid="5" Unit="Jamming Station" />
		<action Triggers="8" Player="0" Type="UnitCreate" Unit="Tidal Turbine" Position="3964 4694" />
		<action Triggers="8" Type="Text" Text="[soldier4 tank]We were able to scrounge up some parts for one more tidal turbine, hope it helps!" LocaleId="1110" />
		<action Triggers="8" Type="Marker" Position="3964 4694" />

		<!-- attack the spec mine -->
		<trigger Id="20" Delay="120" />
		<action Triggers="20" Type="Text" Text="[radar tech]Subs on sonar approaching central mine." LocaleId="1111" />
		<action Triggers="20" Type="Marker" Unit="2637" />
		<action Triggers="20" Type="MoveView" Position="3024 2976" Delay="1" />
		<action Triggers="20" Type="UnitState" Unit="4453" State="Attack" Target="2637" />
		<action Triggers="20" Type="UnitState" Unit="4455" State="Attack" Target="2637" />
		<action Triggers="20" Type="UnitState" Unit="4457" State="Attack" Target="2637" />

		<trigger Id="35" Delay="200" />
		<action Triggers="35" Type="Text" Text="[enemy]Your defenses don't stand a chance!" LocaleId="1121" />

		<!-- attack power cells -->
		<trigger Id="21" Delay="250" />
		<action Triggers="21" Type="UnitState" Unit="4471" State="Attack" Target="4490" Delay="2" />
		<action Triggers="21" Type="UnitState" Unit="4475" State="Attack" Target="4490" Delay="2" />
		<action Triggers="21" Type="Marker" Unit="4490" />
		<action Triggers="21" Type="Text" Text="[radar tech]It looks like they are going for the Western power grid.  Commander, since we can't build power sources we must protect those tidal turbines!" LocaleId="1112" />
		<action Triggers="21" Type="Marker" Unit="4516" />

		<trigger Id="36" Delay="350" />
		<action Triggers="36" Type="Text" Text="[enemy]You have overextended your reach, this is our territory." LocaleId="1122" />

		<!-- attack top 2 spec mines simultaneously -->
		<trigger Id="22" Delay="400" />
		<action Triggers="22" Player="1" Type="UnitState" Unit="Seahawk" State="Attack" Target="2637" Delay="2" />
		<action Triggers="22" Player="1" Type="UnitState" Unit="Apache" State="Attack" Target="2636" Delay="2" />
		<action Triggers="22" Player="1" Type="UnitState" Unit="4447" State="Attack" Target="4485" Delay="2" />
		<action Triggers="22" Player="1" Type="UnitState" Unit="4449" State="Attack" Target="4485" Delay="2" />
		<action Triggers="22" Player="1" Type="UnitState" Unit="4451" State="Attack" Target="4485" Delay="2" />
		<action Triggers="22" Type="Marker" Unit="2637" />
		<action Triggers="22" Type="Marker" Unit="4485" Delay="5" />
		<action Triggers="22" Type="Text" Text="[radar tech]Airborne enemies approaching our two Northern mines." LocaleId="1113" />

		<trigger Id="36" Delay="500" />
		<action Triggers="36" Type="Text" Text="[enemy]You have overextended your reach, this is our territory." LocaleId="1123" />

		<!-- keep the pressure on the top mine -->
		<trigger Id="23" Delay="550" />
		<action Triggers="23" Type="Text" Text="[radar tech]Sixteen! bogeys heading towards our mine in the Northeast." LocaleId="1114" />
		<action Triggers="23" Player="1" Type="UnitCreate" Count="4" Unit="Apache" State="Attack" Position="5121 384" Delay="2" />
		<action Triggers="23" Player="1" Type="UnitCreate" Count="8" Unit="Apache" State="Attack" Position="5121 384" Delay="22" />
		<action Triggers="23" Player="1" Type="UnitCreate" Count="4" Unit="Wasp" State="Attack" Position="5121 384" Delay="22" />
		<action Triggers="23" Type="Marker" Unit="2636" />

		<!-- attack western power and mine if built -->
		<trigger Id="24" Delay="700" />
		<action Triggers="24" Type="Text" Text="[radar tech]I'm tracking ten signals heading towards our Western outpost." LocaleId="1115" />
		<action Triggers="24" Player="1" Type="UnitCreate" Count="4" Unit="Samum" State="Attack" Position="726 773" />
		<action Triggers="24" Player="1" Type="UnitCreate" Count="2" Unit="Lupis" State="Attack" Position="726 773" />
		<action Triggers="24" Player="1" Type="UnitCreate" Count="4" Unit="Apache" State="Attack" Position="726 773" />
		<action Triggers="24" Player="1" Type="UnitMove" Unit="Samum" Position="1228 4772" Delay="2" />
		<action Triggers="24" Player="1" Type="UnitMove" Unit="Lupis" Position="1228 4772" Delay="2" />
		<action Triggers="24" Player="1" Type="UnitMove" Unit="Apache" Position="1228 4772" Delay="2" />
		<action Triggers="24" Type="Marker" Position="1228 4772" />

		<!-- if we have little time left and player hasn't build jamming stations give them warning -->
		<trigger Id="27" Delay="780" />
		<trigger Id="28" Type="Units" Player="0" Count="5" Compare="LT" Unit="Jamming Station" />
		<action Triggers="27,28" Type="Text" Text="[soldier]Commander we better get those Jamming Stations online, [soldier scared]we only have 6 minutes left!" LocaleId="1116" />

		<!-- send subs to attack HQ -->
		<trigger Id="25" Delay="850" />
		<action Triggers="25" Type="Text" Text="[radar tech]Incoming subs, their trajectory suggests they are heading for our HQ." LocaleId="1117" />
		<action Triggers="25" Player="1" Type="UnitCreate" Count="8" Unit="Seawolf" State="Attack" Position="5406 646" />
		<action Triggers="25" Player="1" Type="UnitCreate" Count="3" Unit="Megalodon" State="Attack" Position="5406 646" />
		<action Triggers="25" Player="1" Type="UnitMove" Unit="Seawolf" Position="4111 4583" Delay="2" />
		<action Triggers="25" Player="1" Type="UnitMove" Unit="Megalodon" Position="4111 4583" Delay="12" />
		<action Triggers="25" Type="Marker" Position="4111 4583" />

		<trigger Id="38" Delay="910" />
		<action Triggers="38" Type="Text" Text="[enemy]Perhaps another strategy is called for..." LocaleId="1124" />

		<!-- large final attack -->
		<trigger Id="26" Delay="950" />
		<action Triggers="26" Type="Text" Text="[radar tech]Massive underwater signature approaching Northwest mine!" LocaleId="1118" />
		<action Triggers="26" Player="1" Type="UnitCreate" Count="15" Unit="Seawolf" State="Attack" Position="5132 412" />
		<action Triggers="26" Player="1" Type="UnitCreate" Count="5" Unit="Megalodon" State="Attack" Position="442 337" />
		<action Triggers="26" Player="1" Type="UnitMove" Unit="Seawolf" Position="3020 2967" Delay="2" />
		<action Triggers="26" Player="1" Type="UnitMove" Unit="Megalodon" Position="3020 2967" Delay="2" />
		<action Triggers="26" Player="1" Type="UnitCreate" Count="12" Unit="Seawolf" State="Attack" Position="1387 1441" Delay="45" />
		<action Triggers="26" Player="1" Type="UnitMove" Unit="Seawolf" Position="3020 2967" Delay="46" />
		<action Triggers="26" Type="Marker" Unit="2637" />

		<!-- small final attack -->
		<trigger Id="34" Delay="1040" />
		<action Triggers="34" Player="1" Type="UnitCreate" Count="5" Unit="Seahawk" Position="1000 1000" />
		<action Triggers="34" Player="1" Type="UnitCreate" Count="7" Unit="Apache" Position="5400 100" />
		<action Triggers="34" Player="1" Type="UnitState" Unit="Seahawk" State="Attack" Target="2637" Delay="2" />
		<action Triggers="34" Player="1" Type="UnitState" Unit="Apache" State="Attack" Target="2636" Delay="2" />
		<action Triggers="34" Type="Text" Text="[radar tech]Airborne enemies approaching our two Northern mines." LocaleId="1113" />
		<action Triggers="34" Type="Marker" Unit="2637" />
		<action Triggers="34" Type="Marker" Unit="2636" Delay="5" />

		<!-- rapiers attack spec mines -->
		<trigger Id="50" Delay="1145" />
		<action Triggers="50" Type="Text" Text="[radar tech]Oh no!  We didn't get the jammers up in time." LocaleId="1119" />
		<action Triggers="50" Player="1" Type="UnitState" Unit="4339" State="Attack" Target="2636" />
		<action Triggers="50" Player="1" Type="UnitState" Unit="4332" State="Attack" Target="2636" />
		<action Triggers="50" Player="1" Type="UnitState" Unit="4346" State="Attack" Target="2635" />

		<!-- just in case rapiers don't kill spec mines -->
		<trigger Id="51" Delay="1220" />
		<action Triggers="51" Type="ObjectiveFailed" Objective="1" />
	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI12" Act="2" Mission="12" Name="Dive Bomb" GoalTime="2700" NameLocaleId="1200" IntroLocaleId="1201" HelpLocaleId="1202"
		Intro="[scene 12a][general happy]Great work commander, our engineers were able to scan the rapier flying over and have extracted details for the design and implementation of the omicron technology used in it, we should have it ready soon.  [general]We will need it to take out an important enemy command building, the area is currently unmapped due to severely high winds and violent seas.  You'll have to lead a ground force to survey the area and locate the command building.  Once the building is located we should have a Rapier unit ready for deployment, by using a dive bomb attack formation it should  be able to withstand the winds and destroy the building.  We were able to get a factory up and running, [general disappointed]but unfortunately our supplies in the area have all been lost so [general serious]you'll have to requisition your own ore on the ground by capturing enemy storage tanks."
		Help="Scout the area for the enemy command center and storage tanks.  Use your engineers to convert storage tanks and when you do so you will gain the ore they contain.  Be careful with your engineers as they are needed to convert storage tanks.  The tanks are your only supply of ore to create units with.  Build ground forces to reinforce your troops.  Search the area for all storage tanks, to get all of them there are 11 total enemy tanks, 1 SW, 2 W, 1 near the center, 3 in NE, 3 in the enemies main base, and 1 S of the enemies HQ.  After discovering the location of the enemies HQ you will have 30 seconds to destroy it with the Rapier."
>
		<allowed>
		</allowed>
		<notallowed>
			<!-- engr -->
			<item Unit="Power Cell" />
			<item Unit="Wind Turbine" />
			<item Unit="Reactor" />
			<item Unit="Tidal Turbine" />
			<item Unit="Fusion Plant" />
			<item Unit="Geothermal Pump" />
			<item Unit="Critical Reactor" />

			<item Unit="Spec Mine" />
			<item Unit="Storage" />
			<item Unit="Repair Station" />
			<!-- bldg -->
			<item Unit="Spec Mine" />
			<item Unit="Reactor" />
			<item Unit="Tidal Turbine" />
			<item Unit="Headquarters" />
			<item Unit="Radar Tower" />
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="Land Factory" />
			<item Unit="Air Factory" />
			<item Unit="Sea Factory" />
			<item Unit="Infantry Training Center" />
			<!-- dfns -->
			<item Unit="M779" />
			<item Unit="AP250" />
			<item Unit="M300" />
			<item Unit="Bertha" />
			<item Unit="IMS" />
			<item Unit="Zork" />

			<item Unit="Mavic" />
			<item Unit="Phalanx" />
			<item Unit="Kallini" />
			<item Unit="GAAM" />
			<item Unit="COIL" />
			<item Unit="USC" />
			<!-- mega units -->
			<item Unit="Rapture" />
			<item Unit="Dreadnought" />
			<item Unit="Goliath" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Magna Lase" />

			<item Unit="Zubr" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<item Unit="Missile Pad" />
			<item Unit="Illuminati" />
			<item Unit="Eagle Eye" />
		</notallowed>

		<trigger Id="1" />
		<action Triggers="1" Type="DontAutoAttackUnarmed" Count="1" />
		<!-- set the range on teh berthas to a custom value so they don't automatically attack the enemies base -->
		<action Triggers="1" Type="SetProperties" Unit="2345" Range="900" />
		<action Triggers="1" Type="SetProperties" Unit="2347" Range="900" />
		<action Triggers="1" Type="Weather" Unit="Rain" Count="1" />

		<trigger Id="2" Type="UnitsAttacked" Player="1" Unit="Storage" AutoReset="120" />
		<action Triggers="2" Type="Text" Text="[radar tech]Commander, recommending we convert storage units to acquire ore to build units." AutoReset="5" LocaleId="1205" />

		<!-- once the player sees a storage unit, create engineers so they can convert the unit-->
		<trigger Id="13" Type="Visible" Unit="9026" />
		<trigger Id="14" Type="Visible" Unit="9028" />
		<trigger Id="15" Type="Visible" Unit="9242" />
		<trigger Id="16" Type="Visible" Unit="9571" />
		<trigger Id="17" Type="Visible" Unit="9334" />
		<trigger Id="18" Type="Visible" Unit="9336" />
		<action Triggers="13,14,15,16,17,18" Combine="Any" Type="Text" Text="[soldier happy]Some engineers have arrived to convert these storage units." LocaleId="1206" />
		<action Triggers="13,14,15,16,17,18" Combine="Any" Type="UnitCreate" Count="5" Unit="Engineer" Position="3341 4740" />
		<action Triggers="13,14,15,16,17,18" Combine="Any" Type="Marker" Position="3341 4740" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Destroy all enemy radars" LocaleId="1207" />
		<trigger Id="3" Type="Units" Player="1" Compare="EQ" Count="0" Unit="Radar Tower" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Locate enemy Headquarters" LocaleId="1208" />
		<trigger Id="4" Type="Visible" Unit="6134" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<action Triggers="4" Type="Text" Text="[soldier5 turret]There's the command building!" Delay="5" LocaleId="1209" />

		<trigger Id="19" WaitForTrigger="4" Valid="20" />
		<action Triggers="19" Type="Text" Text="[general ingame]Commander we have a Rapier unit ready for deployment.  We only have a short break in the weather though, you have 90 seconds to take out the enemy Headquarters!" LocaleId="1210" />
		<action Triggers="19" Type="UnitCreate" Count="1" Unit="Rapier" Position="3341 4740" />
		<action Triggers="19" Type="SetCountdown" Count="90" Delay="5" />
		<trigger Id="20" Type="Countdown" Count="0" WaitForTrigger="19" />
		<action Triggers="20" Type="UnitKill" Player="0" Unit="Rapier" />
		<action Triggers="20" Type="ObjectiveFailed" Objective="3" Delay="1" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Destroy enemy HQ with Rapier" LocaleId="1211" />
		<trigger Id="5" Type="Units" Player="1" Compare="EQ" Count="0" Unit="Headquarters" />
		<action Triggers="5" Type="ObjectiveComplete" Objective="3" />
		<action Triggers="5" Type="SetCountdown" Count="0" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Capture all enemy storage tanks" LocaleId="1212" />
		<trigger Id="6" Type="Units" Player="1" Compare="GTE" Count="13" Unit="Storage" />
		<action Triggers="6" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- warn of Kallini -->
		<trigger Id="7" Type="Visible" Unit="9008" />
		<action Triggers="7" Type="Text" Text="[soldier6 surprised]Holy crap stay away from that thing!" LocaleId="1213" />

		<!-- warn of long range magmus -->
		<trigger Id="8" Type="Units" Player="0" Count="1" Compare="GTE" Position="4897 980" Radius="799" Valid="0" />
		<action Triggers="8" Type="Text" Text="[soldier2]Command reports long range hostiles in the area.  Recommending we send in some scouts to prevent casualties." LocaleId="1214" />

		<!-- warn of Kallini -->
		<trigger Id="9" Type="Visible" Unit="9311" />
		<action Triggers="9" Type="Text" Text="[soldier5 turret]A small outpost, tear 'em up!" LocaleId="1215" />

		<!-- radar tower -->
		<trigger Id="10" Type="Visible" Unit="8973" />
		<action Triggers="10" Type="Text" Text="[soldier2 excited]That radar tower is going down!" LocaleId="1216" />

		<!-- reach base -->
		<trigger Id="11" Type="Visible" Unit="9324" />
		<action Triggers="11" Type="Text" Text="[soldier worried]This is got to be it..." LocaleId="1217" />

		<!-- not the base -->
		<trigger Id="12" Type="Visible" Unit="8937" />
		<action Triggers="12" Type="Text" Text="[soldier confused]Well its not the main base, [soldier]move 'em out." LocaleId="1218" />

		<!-- create secret underwater lab if player enters area -->
		<trigger Id="22" Type="Units" Player="0" Count="1" Position="5647 3865" Radius="163" Valid="0" />
		<action Triggers="22" Player="0" Type="UnitCreate" Unit="Looking Glass" Position="5647 3865" />

		<!-- secret spot -->
		<trigger Id="21" Type="Units" Player="0" Count="1" UnitType="Infantry" Position="5623 3865" Radius="163" Valid="0" />
		<action Triggers="21" Type="Text" Text="[char3]I see you're back again!  Probably for more help heh?  Well I can only spare some subs currently, they won't be of much use in this area other than scouting.  We don't get much information down here but it sounds like you guys have got your hands full trying to round up all of your loose Omicron operatives." LocaleId="1219" />
		<action Triggers="21" Type="Text" Text="[char3]I heard from my cousin a few days ago, I can't believe that traitor was working for Jimao!  He was a scientist in one of the labs you captured and bears a resemblance to me..." LocaleId="1220" />
		<action Triggers="21" Type="Text" Text="[sv arrogant]Oh you mean the ugly scientist?" LocaleId="1221" />
		<action Triggers="21" Type="Text" Text="[char3]..." LocaleId="1222" />
		<action Triggers="21" Type="Text" Text="Anyways I'm glad you figured out where he was, last I heard from him he was trying hack into one of our servers using some of my old security clearances he stole from me.  Sounds like you scared him straight though, he is easily swayed with the proper motivation." LocaleId="1223" />
		<trigger Id="23" Type="TextDialogs" Count="0" WaitForTrigger="21" />
		<action Triggers="23" Player="0" Type="UnitCreate" Unit="Seawolf" Count="5" Position="5647 3865" />
		<action Triggers="23" Type="Text" Text="[char3]Oh yeah one more thing, we have a base North of your outpost M16.  The base is concealed with heavy tree cover so look around for it, you'll know it when you see it.  Look me up if you need some assistance." Delay="3" LocaleId="1224" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI13" Act="2" Mission="13" Name="Wave" GoalTime="635" NameLocaleId="1300" IntroLocaleId="1301" HelpLocaleId="1302"
		Intro="[scene 13a][general]We recently discovered another weapon the second research team has been working on, [general excited]a giant naval ship! [general] We have captured their base and ship, but Matrosov is not going to let this one go without a fight to the end.  Matrosov has been sending wave after wave to try to retake the ship, [general angry]we must stop them at all costs! [general] It would be great if we could also maintain our front at the Spec Mine used to manufacture this weapon, but that is of secondary value."
		Help="In this mission you will only be allowed to build defensive units, but unlike previous missions you won't be limited by power or credits, so build a lot!  You will start with a big income stream and in Tech 3 already so start by protecting the center Northern inlet with anti surface and air defenses.  Next protect the western and eastern gates with a few defenses each.  Next build up your sea and underwater defenses around the inlet as enemy will eventually attack with subs.  You must protect the Dreadnought for almost 12 minutes.  In order to complete the bonus objective be sure to keep an eye on your Spec Mine in the Southeast, it will need additional protection from both land and air units.  At about 6.5 minutes in it will be attacked by several Osprey, you must have at least 3 M300s protecting your Spec Mine for it to remain standing.  Near the end of the mission at around 9 minutes prepare for a massive sub attack."
	>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="Tech 3" />
			<!-- bldg -->
			<item Unit="Spec Mine" />
			<item Unit="Reactor" />
			<item Unit="Tidal Turbine" />
			<item Unit="Headquarters" />
			<item Unit="Radar Tower" />
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="Land Factory" />
			<item Unit="Air Factory" />
			<item Unit="Sea Factory" />
			<item Unit="Infantry Training Center" />
			<item Unit="Critical Reactor" />
			<!-- mega units -->
			<item Unit="Rapture" />
			<item Unit="Dreadnought" />
			<item Unit="Goliath" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Magna Lase" />

			<item Unit="Zubr" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<item Unit="Missile Pad" />
			<item Unit="Illuminati" />
			<item Unit="Eagle Eye" />
		</notallowed>

		<trigger Id="34" />
		<action Triggers="34" Type="AddClass" Unit="Dreadnought" Target="NotPlayerControlled" Count="1" />
		<action Triggers="34" Type="AddClass" Unit="Dreadnought" Target="Mobile" Count="0" />

		<trigger Id="1" Valid="5" />
		<action Triggers="1" Type="Text" Text="[soldier5 turret]Commander, it looks like there are no factories and little supplies for mobile units." LocaleId="1305" />
		<action Triggers="1" Type="Text" Text="[sv]We'll have to rely on our defenses to get through this mission. [sv excited]Fortify the area!" LocaleId="1306" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Protect the Dreadnought" LocaleId="1307" />
		<trigger Id="2" Type="Units" Player="0" Compare="EQ" Count="0" Unit="Dreadnought" />
		<action Triggers="2" Type="ObjectiveFailed" Objective="1" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Type="Secondary" Desc="Protect the spec mine" LocaleId="1309" />
		<trigger Id="3" Type="Units" Player="0" Compare="EQ" Count="0" Unit="Spec Mine" />
		<action Triggers="3" Type="ObjectiveFailed" Objective="2" />

		<!-- if 10 minutes pass objectives complete -->
		<trigger Id="4" Delay="630" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="1" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="2" />

		<!-- send waves of enemies -->
		<trigger Id="10" Delay="30" />
		<action Triggers="10" Type="Text" Text="[matrosov]Jimao didn't hire me to let a weak force such as you destroy our operations here, prepare for destruction." LocaleId="1310" />
		<action Triggers="10" Type="UnitCreate" Player="1" Count="6" Unit="Lupis" State="Attack" Position="3856 1969" />
		<action Triggers="10" Type="UnitMove" Player="1" UnitType="Surface" Position="1745 4295" />

		<trigger Id="11" Delay="45" />
		<action Triggers="11" Type="UnitCreate" Player="1" Count="6" Unit="Lupis" State="Attack" Position="3856 1969" />
		<action Triggers="11" Type="UnitMove" Player="1" UnitType="Surface" Position="1745 4295" />

		<trigger Id="12" Delay="60" />
		<action Triggers="12" Type="UnitCreate" Player="1" Count="6" Unit="Cougar" State="Attack" Position="3427 1455" />
		<action Triggers="12" Type="UnitCreate" Player="1" Count="6" Unit="Challenger" State="Attack" Position="3427 1455" />
		<action Triggers="12" Type="UnitMove" Player="1" UnitType="Ground" Position="1432 4254" />

		<trigger Id="13" Delay="90" />
		<action Triggers="13" Type="UnitCreate" Player="1" Count="8" Unit="Lupis" State="Attack" Position="3856 1969" />
		<action Triggers="13" Type="UnitCreate" Player="1" Count="2" Unit="Zumwalt" State="Attack" Position="3856 1969" />
		<action Triggers="13" Type="UnitMove" Player="1" UnitType="Surface" Position="1745 4295" />

		<trigger Id="14" Delay="120" />
		<action Triggers="14" Type="UnitCreate" Player="1" Count="8" Unit="Samum" State="Attack" Position="3856 1969" />
		<action Triggers="14" Type="UnitMove" Player="1" Unit="Samum" Position="1745 4295" />

		<!-- attack outpost -->
		<trigger Id="15" Delay="150" />
		<action Triggers="15" Type="UnitCreate" Player="1" Count="8" Unit="Cougar" State="Attack" Position="4617 1557" />
		<action Triggers="15" Type="UnitMove" Player="1" Unit="Cougar" Position="3734 5206" />

		<trigger Id="16" Delay="180" />
		<action Triggers="16" Type="Text" Text="[matrosov]Haven't had enough yet?  My mercs are going to slaughter you." LocaleId="1311" />
		<action Triggers="16" Type="UnitCreate" Player="1" Count="5" Unit="Cheetah" State="Attack" Position="4617 1557" />
		<action Triggers="16" Type="UnitMove" Player="1" Unit="Cheetah" Position="3734 5206" />
		<action Triggers="16" Type="UnitCreate" Player="1" Count="6" Unit="Lupis" State="Attack" Position="3856 1969" />
		<action Triggers="16" Type="UnitMove" Player="1" Unit="Lupis" Position="1745 4295" />

		<trigger Id="17" Delay="210" />
		<action Triggers="17" Type="UnitCreate" Player="1" Count="6" Unit="Seahawk" State="Attack" Position="3856 1969" />
		<action Triggers="17" Type="UnitState" Unit="Seahawk" State="Attack" Target="Dreadnought" />

		<trigger Id="18" Delay="240" />
		<action Triggers="18" Type="UnitCreate" Player="1" Count="6" Unit="Seahawk" State="Attack" Position="3856 1969" />
		<action Triggers="18" Type="UnitState" Unit="Seahawk" State="Attack" Target="Dreadnought" />

		<trigger Id="19" Delay="270" />
		<action Triggers="19" Type="UnitCreate" Player="1" Count="4" Unit="Magmus" State="Attack" Position="3427 1455" />
		<action Triggers="19" Type="UnitCreate" Player="1" Count="4" Unit="Spawn" State="Attack" Position="3427 1455" />
		<action Triggers="19" Type="UnitMove" Player="1" UnitType="Ground" Position="1432 4254" />

		<trigger Id="20" Delay="280" />
		<action Triggers="20" Type="UnitCreate" Player="1" Count="4" Unit="Spawn" State="Attack" Position="3427 1455" />
		<action Triggers="20" Type="UnitMove" Player="1" UnitType="Ground" Position="1432 4254" />

		<trigger Id="21" Delay="300" />
		<action Triggers="21" Type="UnitCreate" Player="1" Count="3" Unit="Hornet" State="Attack" Position="3856 1969" />
		<action Triggers="21" Type="UnitState" Unit="Hornet" State="Attack" Target="Dreadnought" />

		<trigger Id="22" Delay="310" />
		<action Triggers="22" Type="UnitCreate" Player="1" Count="3" Unit="Hornet" State="Attack" Position="3856 1969" />
		<action Triggers="22" Type="UnitState" Unit="Hornet" State="Attack" Target="Dreadnought" />

		<trigger Id="23" Delay="320" />
		<action Triggers="23" Type="UnitCreate" Player="1" Count="3" Unit="Hornet" State="Attack" Position="3856 1969" />
		<action Triggers="23" Type="UnitState" Unit="Hornet" State="Attack" Target="Dreadnought" />

		<trigger Id="24" Delay="350" />
		<action Triggers="24" Type="UnitCreate" Player="1" Count="8" Unit="Seawolf" State="Attack" Position="3856 1969" />
		<action Triggers="24" Type="UnitState" UnitType="Sub" State="Engage" Target="Dreadnought" />
		<action Triggers="24" Type="UnitCreate" Player="1" Count="4" Unit="Megalodon" State="Attack" Position="3856 1969" />
		<action Triggers="24" Type="UnitState" UnitType="Megalodon" State="Attack" Target="Dreadnought" />

		<trigger Id="25" Delay="380" />
		<action Triggers="25" Type="Text" Text="[jimao]Matrosov you had better get the situation under control, [jimao angry]we cannot afford another setback!" LocaleId="1312" />
		<action Triggers="25" Type="Text" Text="[matrosov]Don't worry General Jimao we have them right where we want them." LocaleId="1313" />
		<action Triggers="25" Type="Text" Text="[jimao]Concentrate your forces on their production capabilities." LocaleId="1314" />
		<action Triggers="25" Type="UnitCreate" Player="1" Count="15" Unit="Apache" State="Attack" Position="4159 1297" />
		<action Triggers="25" Type="UnitState" Player="1" Unit="Apache" Target="Spec Mine" />

		<trigger Id="36" Type="TextDialogs" Count="0" WaitForTrigger="25" />
		<action Triggers="36" Type="Marker" Player="0" Unit="Spec Mine" />

		<trigger Id="26" Delay="410" />
		<action Triggers="26" Type="UnitCreate" Player="1" Count="4" Unit="Osprey" Position="4159 1297" />
		<action Triggers="26" Type="UnitMove" Player="1" Unit="Osprey" Position="5435 5282" />
		<action Triggers="26" Type="UnitState" Player="1" Unit="Osprey" Target="Spec Mine" Delay="20" />

		<trigger Id="27" Delay="440" />
		<action Triggers="27" Type="UnitCreate" Player="1" Count="8" Unit="Seawolf" State="Attack" Position="3856 1969" />
		<action Triggers="27" Type="UnitState" UnitType="Sub" State="Engage" Target="Dreadnought" />
		<action Triggers="27" Type="UnitCreate" Player="1" Count="5" Unit="Mira" State="Attack" Position="3856 1969" />
		<action Triggers="27" Type="UnitState" UnitType="Mira" State="Attack" Target="Dreadnought" />

		<trigger Id="28" Delay="480" />
		<action Triggers="28" Type="UnitCreate" Player="1" Count="3" Unit="Hornet" State="Attack" Position="4159 1297" />
		<action Triggers="28" Type="UnitState" Unit="Hornet" State="Attack" Target="Dreadnought" />
		<action Triggers="28" Type="UnitCreate" Player="1" Count="10" Unit="Apache" State="Attack" Position="4159 1297" />
		<action Triggers="28" Type="UnitState" Unit="Apache" State="Attack" Target="Dreadnought" />

		<trigger Id="29" Delay="490" />
		<action Triggers="29" Type="UnitCreate" Player="1" Count="5" Unit="Lancer" State="Attack" Position="4159 1297" />
		<action Triggers="29" Type="UnitState" Unit="Lancer" State="Attack" Target="Dreadnought" />

		<trigger Id="30" Delay="430" />
		<action Triggers="30" Type="Text" Text="[enemy]Matrosov we are losing support, we won't fight a losing battle forever!" LocaleId="1315" />
		<action Triggers="30" Type="Text" Text="[matrosov]Now here this, all soldiers report ASAP or I will shoot you myself!" LocaleId="1316" />
		<action Triggers="30" Type="UnitCreate" Player="1" Count="100" Unit="Soldier" State="Attack" Position="3856 1969" />
		<action Triggers="30" Type="UnitState" Unit="Soldier" State="Attack" Target="Dreadnought" />

		<trigger Id="31" Delay="520" />
		<action Triggers="31" Type="Text" Text="[sv happy]Wow they must be desperate." LocaleId="1317" />
		<action Triggers="31" Type="UnitCreate" Player="1" Count="3" Unit="Eel" State="Attack" Position="3856 1969" />
		<action Triggers="31" Type="UnitState" Unit="Eel" State="Engage" Target="Dreadnought" />

		<trigger Id="32" Delay="530" />
		<action Triggers="32" Type="UnitCreate" Player="1" Count="5" Unit="Megalodon" State="Attack" Position="3856 1969" />
		<action Triggers="32" Type="UnitState" Unit="Megalodon" State="Attack" Target="Dreadnought" />

		<trigger Id="33" Delay="540" />
		<action Triggers="33" Type="Text" Text="[jimao angry]Matrosov your time is up, I can no longer wait for this area to be secured." LocaleId="1318" />
		<action Triggers="33" Type="UnitCreate" Player="1" Count="20" Unit="Seawolf" State="Attack" Position="3856 1969" />
		<action Triggers="33" Type="UnitState" Unit="Seawolf" State="Attack" Target="Dreadnought" />

		<trigger Id="35" Delay="590" />
		<action Triggers="35" Type="Text" Text="[matrosov]This isn't over..." LocaleId="1319" />
	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI14" Act="2" Mission="14" Name="Traitors" GoalTime="2400" NameLocaleId="1400" IntroLocaleId="1401" HelpLocaleId="1402"
			Intro="[scene 14a][general happy]Commander Vice's previous mission has revealed the exact location of the second omicron team! [general serious] Due to the experience with the last team we are expecting this team to resist and are ordering them dead, all of them. [general angry] Your mission is to infiltrate their research station and exterminate the traitors. [general] They are held up in a naval research station NE of your drop point, we sent a recon team in to investigate the location, they should have also left markers for you at critical locations on the road. [general angry] Make your way to the station and kill all personnel and destroy any weapons or technologies!"
			Help="You can only build ground units.  Build up your base and build a few units, be sure to build some anti-air units as there will be air units you have to defeat.  Explore the area, when you get to a fork in the landscape, follow the path marked with a flare, the other path will lead to many enemies and should be avoided.  Once at the enemy base destroy the Orchid research station.  To complete the secondary objective destroy all enemy units and buildings in the area.  Navigate the Eel sub back to your Looking Glass lab near the bottom center of the map.  If you head West there are three enemy Megalodon subs which are impossible to defeat with the Eel, so head East.  Be careful as there are enemy patrol boats and enemy sea mines you have to avoid on the way."
>
		<allowed>
		</allowed>
		<notallowed>
			<!-- bldg -->
			<item Unit="Radar Tower" />
			<item Unit="Shield" />
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Looking Glass" />
			<item Unit="Orchid" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="Air Factory" />
			<item Unit="Sea Factory" />
			<item Unit="Infantry Training Center" />
			<item Unit="Eel" />
			<item Unit="Critical Reactor" />

			<!-- ground units -->
			<item Unit="Samum" />
			<item Unit="Spawn" />
			<item Unit="Newt" />

			<!-- mega units -->
			<item Unit="Rapture" />
			<item Unit="Dreadnought" />
			<item Unit="Goliath" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Magna Lase" />
			<item Unit="Zubr" />
		</notallowed>

		<trigger Id="1" Valid="0" />
		<!-- set mines shorter range so player can see mine before it kills them, 	default range of zork is 250 -->
		<action Triggers="1" Type="SetProperties" Player="1" Unit="Zork" Range="70" />
		<action Triggers="1" Type="SetProperties" Player="0" Unit="Eel" ViewRad="400" />

		<!-- player sees research station -->
		<trigger Id="11" Type="Visible" Unit="10035" />
		<action Triggers="11" Type="Text" Text="[soldier2]There's the station commander." LocaleId="1406" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Destroy the research station" LocaleId="1407" />
		<trigger Id="10" Type="UnitsKilled" Player="1" Compare="GTE" Count="1" Unit="Orchid" />
		<action Triggers="10" Type="ObjectiveComplete" Objective="1" />
		<action Triggers="10" Type="Text" Text="[sv serious]Team bravo enter the east side, delta take the west side." LocaleId="1408" />
		<action Triggers="10" Type="Text" Text="[soldier2]We've located the second team commander, they are not resisting." LocaleId="1409" />
		<action Triggers="10" Type="Text" Text="[scientist worried]Please let us live!" LocaleId="1410" />
		<action Triggers="10" Type="Text" Text="[sv worried]Why should we? [sv serious] Your Omicron cohorts betrayed us at the last second and almost killed our operatives." LocaleId="1411" />
		<action Triggers="10" Type="Text" Text="[scientist]At first we were working for Matrosov but quickly realized the madness of his requests, and the potential power of the weapon we created!   The first weapon is truly a sight to behold, [scientist excited]a massive submarine codenamed Rapture capable of destroying anything it its path, even giant strongholds!  [scientist]We have no idea where Matrosov has taken it but know he is planning to use it soon." LocaleId="1412" />
		<action Triggers="10" Type="Text" Text="[sv serious]It's going to take a lot more than some basic intel on a sub in order for us to let you live!" LocaleId="1413" />
		<action Triggers="10" Type="Text" Text="[scientist excited]Wait! We cannot erase the fact that we created it but may have a solution, [scientist]after realizing our wrong doing our recent work has been entirely focused on recovering the Rapture." LocaleId="1414" />
		<action Triggers="10" Type="Text" Text="[sv confused]But you said nothing can destroy it?" LocaleId="1415" />
		<action Triggers="10" Type="Text" Text="[scientist]That is true, [scientist excited]so we devised a way to capture it!  We created a new sub which can temporarily paralyze any craft in its vicinity! [scientist] If you take this sub we call the Eel, you will be able to capture the destructive mega sub." LocaleId="1416" />
		<action Triggers="10" Type="Text" Text="[sv serious]If this turns out to be true you will have indeed earned your freedom. [sv] We will take you as prisoners for now and see what the commander wants to do with you." LocaleId="1417" />
		<action Triggers="10" Type="Text" Text="[sv]We must now return the scientists and Eel to our Looking Glass research lab, it is located just to the East of our HQ." LocaleId="1418" />
		<action Triggers="10" Type="Text" Text="[soldier2 excited]You heard her, move out!" LocaleId="1419" />
		<trigger Id="12" Type="TextDialogs" Count="0" WaitForTrigger="10" />
		<action Triggers="12" Type="RenameObjective" Objective="2" Text="Navigate the Eel to our lab" LocaleId="1420" />
		<action Triggers="12" Player="0" Type="UnitCreate" Unit="Eel" Position="4673 223" />
		<action Triggers="12" Type="Marker" Position="4673 223" />
		<action Triggers="12" Type="Marker" Position="2293 4646" Delay="10" />
		<action Triggers="12" Type="Marker" Position="2293 4646" Delay="20" />
		<action Triggers="12" Type="FlashMines" Count="1" />
		<action Triggers="12" Player="0" Type="UnitCreate" Unit="Looking Glass" Position="2293 4646" />
		<action Triggers="12" Type="SetPosition" Player="0" Unit="Looking Glass" Position="2293 4646" />
		<action Triggers="12" Player="0" Type="UnitCreate" Unit="Kallini" Position="2135 4561" />
		<action Triggers="12" Player="0" Type="UnitCreate" Unit="Mavic" Position="2473 4720" />
		<action Triggers="12" Player="0" Type="UnitCreate" Unit="Mavic" Position="2199 4789" />
		<action Triggers="12" Player="0" Type="UnitCreate" Unit="Outpost" Position="2391 4747" />
		<action Triggers="12" Player="0" Type="UnitCreate" Unit="Wind Turbine" Count="10" Position="650 4900" />
		<action Triggers="12" Type="MoveView" Position="4673 223" Delay="1" />
		<action Triggers="12" Type="MoveView" Position="2293 4646" Delay="5" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Kill all Omicron traitors" LocaleId="1421" />
		<trigger Id="13" Type="Units" Player="0" Count="1" Position="3525 238" Radius="198" Unit="Eel" />
		<action Triggers="13" Type="UnitCreate" Player="0" Unit="Visible200" Position="2994 489" Delay="2" />
		<action Triggers="13" Type="MoveView" Position="2994 489" Delay="1" />
		<action Triggers="13" Type="UnitStop" Player="0" Unit="Eel" />
		<action Triggers="13" Type="Text" Text="[sv angry]Oh this doesn't look good. [sv confused] Any ideas?" LocaleId="1422" />
		<action Triggers="13" Type="Text" Text="[scientist]There used to be a clear path to the South East. [scientist serious] You will have to watch for sea mines and patrols though." LocaleId="1423" />

		<trigger Id="14" Type="Units" Player="0" Count="1" Position="5155 1368" Radius="176" Unit="Eel" />
		<action Triggers="14" Type="UnitCreate" Player="0" Unit="Visible200" Position="4966 1627" />
		<action Triggers="14" Type="Text" Text="[sub]Sonar is reporting three readings incoming.  Hold for the patrol to pass." LocaleId="1424" />
		<action Triggers="14" Type="MoveView" Position="5008 1598" />
		<action Triggers="14" Type="UnitStop" Player="0" Unit="Eel" />
		<action Triggers="14" Type="UnitMove" Unit="9207" Position="3956 1210" />
		<action Triggers="14" Type="UnitMove" Unit="9209" Position="3956 1210" />
		<action Triggers="14" Type="UnitMove" Unit="9211" Position="3956 1210" />

		<trigger Id="16" Type="Units" Player="0" Count="1" Position="5389 4335" Radius="161" Unit="Eel" />
		<action Triggers="16" Type="Text" Text="[sub]Picking up many readings ahead, it may be mines!  Proceed with caution." LocaleId="1425" />

		<trigger Id="15" Type="Units" Player="0" Count="1" Position="2297 4643" Radius="189" Unit="Eel" />
		<action Triggers="15" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<trigger Id="18" Type="Units" Player="0" Count="0" Unit="Eel" WaitForTrigger="12" />
		<action Triggers="18" Combine="All" Type="ObjectiveFailed" Objective="2" Delay="3" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Destroy the enemies main base" LocaleId="1426" />
		<trigger Id="17" Type="Units" Player="1" Count="0" Position="4711 717" Radius="581" Valid="5" />
		<action Triggers="17" Type="ObjectiveComplete" Objective="4" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI15" Act="3" Mission="15" Name="Disruption" GoalTime="600" NameLocaleId="1500" IntroLocaleId="1501" HelpLocaleId="1502"
		Intro="[scene 15a][general happy]With two thirds of the original Omicron Initiative team accounted for we are well on way to preventing the use of their technology by Matrosov and Jimao. [general] After debriefing the second team of scientists and using our own intel we have pieced together the location of the Rapture sub. [general serious] It is located deep in enemy territory in an area that is masked from our satellite surveillance by disruptors, in order to plan a mission to capture the Rapture we need to recon the area. [general] To do this we must take out their disruptors, we have a number of expendable autonomous Wasps to draw fire from their anti air installations so our bombers can do their job.  [general serious]In addition there are stealth Black Widows on standby as well.  These were sent to the area after a tip we received that one of their disruptors in the Northeast is very heavily guarded with anti-air defenses and will require a special mission to destroy it.  By utilizing the Black Widows cloaking capabilities they can fly right over the enemy anti-air installations unseen and destroy the disruptor."
		Help="This is a great mission to use the tactical map.  With the tactical map you can select, group, and move your airborne units very easily.  Put your Wasps into one group and your bombers and Hornets into another.  Fly the Wasps around and discover the whole map, noting positions of anti air forces and avoiding them in the future.  After the area is discovered, select both your Wasps and bombers and target each disruptor, you may wish to destroy the anti air defenses first to lessen your bomber casualties.  Even though Wasps cannot attack ground defenses, they will act as disruptive targets and draw fire to help protect your bombers.  The only area you must be careful with is the island in the Northeast surrounded M300s.  These are very powerful anti-air units and will obliterate anything.  The best way to destroy this disruptor is to use your Black Widows, since they can cloak they can fly right over the anti-air defenses."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<trigger Id="1" Valid="5" />
		<action Triggers="1" Type="Text" Text="[ops]This is a great mission to use the tactical map.  With the tactical map you can select, group, and move your airborne units very easily.  To open the tactical map touch the icon on the left just under the pause button.  [ops smile]Also, be sure to save your Black Widows for a special mission!" LocaleId="1506" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Destroy disruptors" LocaleId="1507" />
		<trigger Id="2" Type="Units" Player="1" Count="0" Unit="Disruptor" Compare="=" />
		<action Triggers="2" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<!-- if all mobile offensive units are dead mission failed -->
		<trigger Id="5" Type="Units" Player="0" Count="0" UnitType="Offensive" Compare="EQ" />
		<action Triggers="5" Type="ObjectiveFailed" Objective="2" Delay="3" />
		<action Triggers="5" Type="ObjectiveFailed" Objective="3" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Explore 100% of area" LocaleId="1508" />
		<trigger Id="3" Type="StatDiscovered" Compare="GTE" Count="99" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="3" Delay="3" />
		
		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Do not lose any bombers" AutoComplete="1" LocaleId="1509" />
		<trigger Id="4" Type="Units" Player="0" Count="9" Unit="Valkyrie" Compare="LT" />
		<action Triggers="4" Type="ObjectiveFailed" Objective="4" Delay="3" />

	</mission>

	
	<!-- MISSION ########################### -->
	<mission Id="OI16" Act="3" Mission="16" Name="Stun and Run" GoalTime="3600" NameLocaleId="1600" IntroLocaleId="1601" HelpLocaleId="1602"
		Intro="[scene 16a][general]With the area clear of disruptors we have completed a detailed sweep and located the Rapture.  Your mission is to retrieve the Rapture and destroy all enemy activity in the area.  Recovering the rapture will involve three steps.  First you will need to clear the area of all enemy activity, which will allow the Eel to safely navigate to the Rapture and stun it. [general serious] Second, while the Rapture is stunned you must use Newts to capture it. [general] Lastly navigate the Rapture to the checkpoint. [general serious] Note the enemy in this area is very hostile and will attack at the first sign of you.  Do not engage the enemy until you have a full defensive perimeter at your own base well established!"
		Help="Build up your base and research Tech 2 and 3.  Build a lot of units and start destroying enemy bases nearby.  As you attack certain enemy outposts major waves of enemies of all types (land, air, sea) will attack you so be sure to have powerful defenses back at your base before attacking the enemy.  Building a radar tower and satellite will give you advanced warning of which units will be attacking and from what direction.  When you discover the location of the Rapture be sure not to destroy it, but instead stun it with an Eel sub, after it is stunned convert it with Newts to capture it.  This will take some coordinated movements with specific units, to easily do this you can use groups and pause the game and issue commands.  After it is captured return it to your Headquarters to complete the mission."
>
		<allowed>
		</allowed>
		<notallowed>
			<!-- mega units -->
			<item Unit="Rapture" />
			<item Unit="Dreadnought" />
			<item Unit="Goliath" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Magna Lase" />
			<item Unit="Zubr" />
		</notallowed>

		<trigger Id="17" />
		<action Triggers="17" Type="Weather" Unit="Clouds" Count="1" />
		<action Triggers="17" Type="Text" Text="[sv]Wow the reports about this area weren't kidding. [sv angry] This place is disgusting!" LocaleId="1616" Delay="30" />

		<trigger Id="18" Type="Units" Player="0" Count="0" Compare="GT" Position="1600 3150" Radius="200" />
		<action Triggers="18" Type="Text" Text="[sv angry]So now I see where all the scum in the water is coming from." LocaleId="1617" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Destroy all enemy offensive units" LocaleId="1606" />
		<trigger Id="1" Type="Units" Player="1" UnitType="Offensive" Count="0" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Capture the Rapture" LocaleId="1607" />
		<trigger Id="2" Type="UnitsConverted" Player="0" Unit="Rapture" Compare="GT" Count="0" />
		<action Triggers="2" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<!-- if rapture is destroyed before its converted objective failed -->
		<trigger Id="5" Type="Units" Player="1" Count="0" Unit="Rapture" />
		<action Triggers="5" Type="ObjectiveFailed" Objective="2" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Return Rapture to base" LocaleId="1608" />
		<trigger Id="3" Type="Units" Player="0" Count="1" Unit="Rapture" Position="1003 4994" Radius="507" Valid="0" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="3" Delay="3" />
		<!-- if rapture is destroyed after its converted objective failed -->
		<trigger Id="6" Type="Units" Player="0" Count="0" Unit="Rapture" WaitForTrigger="2" />
		<action Triggers="6" Type="ObjectiveFailed" Objective="3" Delay="3" />
		<!-- if all player units are destroyed objective failed -->
		<trigger Id="13" Type="Units" Player="0" Count="0" />
		<action Triggers="13" Type="ObjectiveFailed" Objective="3" Delay="3" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Destroy all enemy defensive units" LocaleId="1609" />
		<trigger Id="4" Type="Units" Player="1" UnitType="Defensive" Count="0" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- if player lost HQ mission failed -->
		<trigger Id="19" Type="Units" Player="0" Count="0" Unit="Headquarters" />
		<action Triggers="19" Type="ObjectiveFailed" Objective="3" />

		<!-- if we are 2 minutes in and haven't researched tech 2 tell them to do so -->
		<trigger Id="7" Delay="120" />
		<trigger Id="8" Type="UnitsQueued" Unit="Tech 2" Player="0" Count="0" WaitForTrigger="7" />
		<trigger Id="9" Type="StatGameTime" Count="130" Compare="LT" AutoReset="10" />
		<action Triggers="7,8,9" Combine="All" Type="Text" Unit="963" Text="[radar tech]We must research Tech 2 in order to build an Eel and capture the Rapture." LocaleId="1610" />

		<!-- release some enemy units on the player -->
		<!-- area of 2 land factories -->
		<trigger Id="10" Type="Visible" Unit="4752" />
		<action Triggers="10" Type="UnitCreate" Player="1" Unit="Seahawk" Count="15" State="Attack" Position="5164 579" />
		<action Triggers="10" Type="UnitCreate" Player="1" Unit="Raptor" Count="10" State="Attack" Position="5164 579" />
		<action Triggers="10" Type="UnitCreate" Player="1" Unit="Hornet" Count="5" State="Attack" Position="5164 579" />

		<!-- area merlon -->
		<trigger Id="11" Type="Visible" Unit="4639" />
		<action Triggers="11" Type="UnitCreate" Player="1" Unit="Megalodon" Count="12" State="Attack" Position="5164 579" />
		<action Triggers="11" Type="UnitCreate" Player="1" Unit="Proteus" Count="7" State="Attack" Position="5164 579" />
		<action Triggers="11" Type="UnitCreate" Player="1" Unit="Zumwalt" Count="8" State="Attack" Position="5164 579" />
		<action Triggers="11" Type="UnitCreate" Player="1" Unit="Mira" Count="7" State="Attack" Position="5164 579" />

		<!-- area of 2 fusion plants w/ bunch of power cells -->
		<trigger Id="12" Type="Visible" Unit="4938" />
		<action Triggers="12" Type="UnitCreate" Player="1" Unit="Spawn" Count="8" State="Attack" Position="5164 579" />
		<action Triggers="12" Type="UnitCreate" Player="1" Unit="Samum" Count="10" State="Attack" Position="5164 579" />
		<action Triggers="12" Type="UnitCreate" Player="1" Unit="Apache" Count="16" State="Attack" Position="5164 579" />
		<action Triggers="12" Type="UnitCreate" Player="1" Unit="Wasp" Count="15" State="Attack" Position="5164 579" />

		<!-- create secret lab if player enters area -->
		<trigger Id="16" Type="Units" Player="0" Count="1" UnitType="Infantry" Position="103 97" Radius="138" Valid="0" />
		<action Triggers="16" Player="0" Type="UnitCreate" Unit="Orchid" Position="103 97" />
		<!-- secret spot -->
		<trigger Id="14" Type="Units" Player="0" Count="1" UnitType="Infantry" Position="103 97" Radius="138" Valid="0" />
		<action Triggers="14" Type="MoveView" Position="103 97" />
		<action Triggers="14" Type="Text" Text="[char3]Eh we meet again, I just heard from my cousin and he thanks you for letting him live for the information he provided.  He honestly wasn't sure if you were doing to let him go after what he had done." LocaleId="1611" />
		<action Triggers="14" Type="Text" Text="[sv arrogant]Yeah the jury is still out on that one..." LocaleId="1612" />
		<action Triggers="14" Type="Text" Text="[char3]Regardless I'm glad he is still alive and came around finally, I thought you would show up so I stashed away a little gift that may help you out on your mission." LocaleId="1613" />
		<trigger Id="15" Type="TextDialogs" Count="0" WaitForTrigger="14" />
		<action Triggers="15" Player="0" Type="UnitCreate" Unit="Dreadnought" Count="2" Position="834 489" />
		<action Triggers="15" Type="MoveView" Position="834 489" />
		<action Triggers="15" Type="Text" Text="[char3]We should have a beer when this is all over." Delay="3" LocaleId="1614" />
		<action Triggers="15" Type="Text" Text="[sv happy]Maybe even two!" Delay="3" LocaleId="1615" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI17" Act="3" Mission="17" Name="Hohhot" GoalTime="2700" NameLocaleId="1700" IntroLocaleId="1701" HelpLocaleId="1702"
		Intro="[scene 17a][general]The second team of the Omicron Initiative is providing us with new intel on Dr Crimson and the other engineers.  They had been receiving intermittent communications from Crimson's team and have handed over that data for analysis. [general confused] We discovered the messages originated from an area we think Jimao has fled to, in an area near Hohhot, China where he may be holding the remaining Omicron Initiative researchers. [general worried] We contacted the Chinese Central Military Commission to discuss the issue and they immediately denied any involvement and knowledge of the Omicron Initiative or Crimson's team. [general angry] Afterwards we sent Vice's team to recon the area and Jimao's forces shot half of her squadron down! [general serious] Your mission is to setup a base and then search out destroy all enemy activity in the area.  We must resolve this matter very quickly before a world war erupts."
		Help="Build up your base while researching Tech 2 and 3.  Build defenses and offenses and destroy the enemy.  To build a Rapture mega unit find the unique resource Betniah, a purple crystal formation which can be on land or underwater, and build a Spec Mine on it."
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="Dreadnought" />
			<item Unit="Goliath" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Magna Lase" />
			<item Unit="Zubr" />
		</notallowed>

		<trigger Id="10" />
		<action Triggers="10" Type="SetAI" Player="1" Count="3" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Destroy all enemies" LocaleId="1075" />
		<trigger Id="1" Type="Units" Player="1" Count="0" UnitTypeIgnore="Stat" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />
		<trigger Id="2" Type="Units" Player="0" Count="0" UnitTypeIgnore="Stat" />
		<action Triggers="2" Type="ObjectiveFailed" Objective="1" Delay="3" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Type="Secondary" Desc="Build Rapture mega unit" LocaleId="1706" />
		<trigger Id="3" Type="UnitsBuilt" Player="0" Unit="Rapture" Compare="GT" Count="0" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="2" Delay="3" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI18" Act="3" Mission="18" Name="Power Up" GoalTime="3600" NameLocaleId="1800" IntroLocaleId="1801" HelpLocaleId="1802"
		Intro="[scene 18a][general]During Commander Vice's recon mission we noticed a huge power signature that resembles previous Omicron Initiative based weapons, we have sent her team in to investigate.  You will only be commanding our ground forces and must weaken their infrastructure. [general serious] We need to cripple their method of creating offensive units so your mission is to destroy all of their factories. [general] In the future we will be expanding our operations in this region and need an energy infrastructure to do so, thus your second objective is to take over the enemies main power grid of Fusion Plants without destroying any of them."
		Help="For this mission you will only be allowed to use ground forces, so build up your base and several land factories.  Make your way North to the enemy base destroy enemy buildings as necessary.  After the enemy base is razed head West to the enemy power outpost, here you will face a massively fortified area, using Archers is a good tactic if you are low on funds, or you can use Magmus which have a much greater range.  Penetrating the defenses will be difficult no matter your strategy as the stronghold is layered with tough short range units as well as many long range units.  One tactic you can use is to take out the gates first, then rush in with high HP units such as Vipers to take out the long range Berthas as quickly as possible, then you can easily take out the Merlons and AP250s with your longer range units without fear of the longer range Berthas.  Once you start attacking this area Commander Vice will appear with a giant warship named the Titanis, this will make your task of annihilating the enemy much easier, just be sure not to destroy any of the Fusion Plants during the fury.  After the area is clear convert the power plants to complete the mission."
>
		<allowed>
		</allowed>
		<notallowed>
			<!-- bldg -->
			<item Unit="Plasma Wall" />
			<item Unit="Area Shield" />
			<item Unit="Looking Glass" />
			<item Unit="Tempest" />
			<item Unit="Disruptor" />
			<item Unit="Jamming Station" />
			<item Unit="Air Factory" />
			<item Unit="Sea Factory" />
			<item Unit="Tidal Turbine" />
			<item Unit="Geothermal Pump" />
			<item Unit="Fusion Plant" />
			<item Unit="Critical Reactor" />

			<!-- ground units -->
			<item Unit="Samum" />
			<item Unit="Spawn" />

			<!-- infantry -->
			<item Unit="Rocketeer" />
			<item Unit="SEAL" />

			<!-- no defenses -->
			<item Unit="M779" />
			<item Unit="AP250" />
			<item Unit="M300" />
			<item Unit="Bertha" />
			<item Unit="IMS" />
			<item Unit="Zork" />
			<item Unit="Mavic" />
			<item Unit="Phalanx" />
			<item Unit="Kallini" />
			<item Unit="GAAM" />
			<item Unit="COIL" />
			<item Unit="USC" />

			<!-- mega units -->
			<item Unit="Rapture" />
			<item Unit="Dreadnought" />
			<item Unit="Titanis" />
			<item Unit="Rapier" />
			<item Unit="Magna Lase" />
			<item Unit="Zubr" />
			<item Unit="Merlon" />
			<item Unit="Zenith" />
			<item Unit="Missile Pad" />
			<item Unit="Illuminati" />
			<item Unit="Eagle Eye" />
		</notallowed>

		<trigger Id="5" />
		<action Triggers="5" Type="SetAI" Player="1" Count="3" />
		<!-- lower all plants hp so they are faster to convert -->
		<action Triggers="5" Type="SetProperties" Player="1" Unit="Fusion Plant" Health="3000" MaxHealth="3000" />

		<!-- weather -->
		<trigger Id="12" Delay="100" />
		<action Triggers="12" Type="Weather" Unit="Thunder" />
		<action Triggers="12" Type="Weather" Unit="Rain" Count="1" />
		<trigger Id="13" Delay="130" />
		<action Triggers="13" Type="Weather" Unit="Thunder" />
		<trigger Id="14" Delay="150" />
		<action Triggers="14" Type="Weather" Unit="Thunder" />
		<trigger Id="15" Delay="460" />
		<action Triggers="15" Type="Weather" Unit="Thunder" />
		<trigger Id="16" Delay="700" />
		<action Triggers="16" Type="Weather" Unit="Rain" Count="0" />

		<trigger Id="22" Delay="1080" />
		<action Triggers="22" Type="Weather" Unit="Thunder" />
		<trigger Id="17" Delay="1100" />
		<action Triggers="17" Type="Weather" Unit="Thunder" />
		<action Triggers="17" Type="Weather" Unit="Rain" Count="1" />
		<trigger Id="18" Delay="1230" />
		<action Triggers="18" Type="Weather" Unit="Thunder" />
		<trigger Id="19" Delay="1350" />
		<action Triggers="19" Type="Weather" Unit="Thunder" />
		<trigger Id="20" Delay="1460" />
		<action Triggers="20" Type="Weather" Unit="Thunder" />
		<trigger Id="21" Delay="1500" />
		<action Triggers="21" Type="Weather" Unit="Rain" Count="0" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Destroy all factories and labs" LocaleId="1805" />
		<trigger Id="1" Type="Units" Player="1" UnitFlag="Factory" Count="0" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Capture 4 Fusion Plants" LocaleId="1806" />
		<trigger Id="2" Type="Units" Player="0" Unit="Fusion Plant" Count="4" Compare="GTE" />
		<!-- this will allow us to require capturing 4 plants if 2 plants are destroyed after we capture them, if no plants are destroyed then we must capture all 6 -->
		<trigger Id="24" Type="Units" Player="1" Unit="Fusion Plant" Count="0" Compare="EQ" />
		<action Triggers="2,24" Combine="All" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<!-- if any enemy power plants are destroyed mission failed -->
		<trigger Id="3" Type="UnitsKilled" Player="1" Unit="Fusion Plant" Compare="GT" Count="2" />
		<action Triggers="3" Type="ObjectiveFailed" Objective="2" Delay="3" />

		<!-- after enemy HQ is destroyed then basically give up -->
		<trigger Id="25" Type="Units" Player="1" Unit="Headquarters" Count="0" Compare="EQ" />
		<action Triggers="25" Type="SetAI" Player="1" Count="7" />

		<!-- after player has converted 2 fusion plants send in some enemies -->
		<trigger Id="6" Type="Units" Player="0" Unit="Fusion Plant" Count="2" Compare="GTE" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="10" Unit="Cougar" State="Attack" Position="3854 59" />
		<action Triggers="6" Player="1" Type="UnitCreate" Count="6" Unit="Magmus" State="Attack" Position="170 3321" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Destroy all enemy defenses" LocaleId="1807" />
		<trigger Id="4" Type="Units" Player="1" UnitType="Defensive" Count="0" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- only enable DontAutoAttackUnarmed when player has unit in fusion plant area -->
		<trigger Id="23" Type="Units" Player="0" Count="0" Compare="GT" Position="411 250" Radius="400" />
		<action Triggers="23" Type="DontAutoAttackUnarmed" Count="1" />

		<!-- when defensive base is visible, create gunships, pause game, scroll to gunships, display text -->
		<trigger Id="10" Type="Visible" Unit="9755" />
		<trigger Id="11" Type="Visible" Unit="9750" />
		<action Triggers="10,11" Combine="Any" Type="Text" Text="[sv happy]Need some help down there?  [sv excited]The power signature lead us to these massive gunships!" LocaleId="1808" />
		<action Triggers="10,11" Combine="Any" Type="Marker" Position="1010 2259" Delay="3" />
		<action Triggers="10,11" Combine="Any" Type="UnitCreate" Player="0" Unit="Titanis" State="Attack" Position="1010 2259" />
		<action Triggers="10,11" Combine="Any" Type="MoveView" Position="1010 2259" Delay="1" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI19" Act="3" Mission="19" Name="Stockpile" GoalTime="4500" NameLocaleId="1900" IntroLocaleId="1901" HelpLocaleId="1902"
		Intro="[scene 19a][general]With the new massive gunships codenamed Titanis captured, upper command is requesting more be built for the final push on General Jimao's base. [general worried] Unfortunately there is a very limited supply of ore in the area, [general]your mission is to capture all enemy storage units to stock our ore supplies. [general angry] Destroy any enemies in the area as well."
		Help="Expand your base and research Tech 2 and 3 as quickly as possible.  In this mission the enemy will be harder to defeat than the others, be sure to fortify your bases with defenses as you build.  After obtaining Tech 2 build a Spec Mine on the Xephal mineral to the West, heavily fortify it as you will need to maintain control of it to build six Titanis and it will be under constant attack."
	>
		<allowed>
		</allowed>
		<notallowed>
			<!-- mega units -->
			<item Unit="Magna Lase" />
			<item Unit="Zubr" />
			<item Unit="Missile Pad" />
			<item Unit="Illuminati" />
		</notallowed>

		<trigger Id="5" />
		<action Triggers="5" Type="SetAI" Player="1" Count="4" />
		<action Triggers="5" Type="DontAutoAttackUnarmed" Count="1" />
		<action Triggers="6" Type="UnitMove" Player="1" Unit="3026" Position="1580 4313" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Capture 20 enemy storage units" LocaleId="1905" />
		<trigger Id="1" Type="UnitsConverted" Player="0" UnitType="Storage" Compare="GTE" Count="20" />
		<action Triggers="1" Type="ObjectiveComplete" Objective="1" Delay="3" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Build six Titanis gunships" LocaleId="1906" />
		<trigger Id="2" Type="UnitsBuilt" Player="0" Compare="GTE" Count="6" Unit="Titanis" />
		<action Triggers="2" Type="ObjectiveComplete" Objective="2" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Stockpile 100,000 metal ore" LocaleId="1907" />
		<trigger Id="3" Type="StatOre" Player="0" Count="100000" Compare="GTE" />
		<action Triggers="3" Type="ObjectiveComplete" Objective="3" Delay="3" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Type="Secondary" Desc="Destroy all enemy units and buildings" LocaleId="1908" />
		<trigger Id="4" Type="Units" Player="1" Count="0" UnitTypeIgnore="Stat" />
		<action Triggers="4" Type="ObjectiveComplete" Objective="4" Delay="3" />

	</mission>


	<!-- MISSION ########################### -->
	<mission Id="OI20" Act="3" Mission="20" Name="Crimson" GoalTime="1800" NameLocaleId="2000" IntroLocaleId="2001" HelpLocaleId="2002"
		Intro="[scene 20a][general excited]This is it, we have the final Omicron Initiative teams location and the location of the massive defensive weapon they have been working on, codenamed Magna Lase! [general confused] To capture the giant laser weapon you will first need to obliterate its power source, a series of large power generators. [general serious] The two main generators will have to be destroyed within ten seconds of each other in order to completely take down their power grid, [general]otherwise they will be able to compensate for the lost power by switching on new sources. They regulate the power through a substation near the generators, destroying the substation is not necessary but will weaken their power grid even more. [general serious] Things don't get any easier at this point, after the generators are destroyed proceed to the Magna Lase to capture it, we must capture it to analyze its systems and technology. [general worried] Crimson's team should be near the Magna Lase, [general]after capturing it find their lab and escort Crimsons team back to base."
		Help="Since you must destroy the two Fusion Plants within ten seconds of each other, it is best to create two groups of units.  Send one group North and the other group East, you will encounter some small enemy groups along the way.  To easily move the view to each group quickly double select the group.  Once both groups reach each Fusion Reactor start attacking them and monitor their armor closely, if one Fusion Plant is going to be destroyed much sooner than the other then stop attacking it momentarily, you can pause the game and issue commands to get the timing correct.  It will also be easier to coordinate the attack if you only attack with a couple units rather than the whole group.  After the Fusion Plants are destroyed combine both groups and head Northwest of the Northern most Fusion Plant, this will lead you to the substation, destroy it and backtrack.  Now head North and you will encounter Crimson's Lab, after reading the story head East to the Magna Lase, as you will see it is heavily defended with 12 COIL defenses which are impossible to defeat with your minimal force.  Luckily there is a ICBM online which you can fire to defeat them, select the missile and target the Magna Lase, this will destroy all of the COIL defenses and allow you to convert the Magna Lase.  If you see the Magna Lase is going to fire, move your forces out of the line of fire otherwise they will be instantly killed since it has an attack of 8,000!"
>
		<allowed>
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<trigger Id="1" />
		<action Triggers="1" Type="DontAutoAttackUnarmed" Count="1" />
		<action Triggers="1" Type="SetProperties" Player="1" Unit="COIL" Range="400" />
		<action Triggers="1" Type="SetProperties" Player="0" UnitType="Mobile" Speed="80" />
		<action Triggers="1" Type="UnitState" Player="1" Unit="2449" State="Hold" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Destroy Fusion Plants simultaneously" LocaleId="2006" />
		<trigger Id="2" Type="Visible" Unit="9489" />
		<trigger Id="3" Type="Visible" Unit="9488" />
		<action Triggers="2,3" Combine="Any" Type="Text" Text="[soldier excited]Aha the first power generator!" LocaleId="2007" />
		<action Triggers="2,3" Combine="All" Type="Text" Text="[soldier2]Second generator located.  The general said we need to destroy both of them within 10 seconds of each other to take down the grid." LocaleId="2008" />
		<!-- if second fusion plant isn't killed within 10 seconds then objective failed -->
		<trigger Id="4" Type="UnitsKilled" Player="1" Unit="Fusion Plant" Count="1" Compare="=" Valid="10" />
		<action Triggers="4" Type="ObjectiveFailed" Objective="1" />
		<!-- start countdown timer immediately -->
		<trigger Id="6" Type="UnitsKilled" Player="1" Unit="Fusion Plant" Count="1" Compare="=" />
		<action Triggers="6" Type="SetCountdown" Count="10" />
		<!-- if fusion plants are both killed within 10 seconds then objective complete -->
		<trigger Id="5" Type="UnitsKilled" Player="1" Unit="Fusion Plant" Count="2" Compare="=" />
		<action Triggers="5" Type="ObjectiveComplete" Objective="1" Delay="3" />
		<action Triggers="5" Type="SetCountdown" Count="0" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Locate Crimson's lab" LocaleId="2009" />
		<trigger Id="12" Type="Visible" Unit="14729" />
		<action Triggers="12" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<action Triggers="12" Type="Text" Text="[crimson excited]You finally discovered our research station!" LocaleId="2010" />
		<action Triggers="12" Type="Text" Text="[sv]Are you ready to get out of here?" LocaleId="2011" />
		<action Triggers="12" Type="Text" Text="[jimao]So Dr. Crimson, is the new weapon completed my dear?" LocaleId="2012" />
		<action Triggers="12" Type="Text" Text="[crimson smile]It is fully operational and ready to obliterate!" LocaleId="2013" />
		<action Triggers="12" Type="Text" Text="[sv confused]What?  You are working for Jimao?" LocaleId="2014" />
		<action Triggers="12" Type="Text" Text="[crimson]Not exactly..." LocaleId="2015" />
		<action Triggers="12" Type="Text" Text="[img crimson knife]It's more like they are working for me!" LocaleId="2016" />
		<action Triggers="12" Type="Text" Text="[img jimao stabbed]You betrayed..." LocaleId="2017" />
		<action Triggers="12" Type="Text" Text="[crimson smile]I am taking command of this operation!" LocaleId="2018" />
		<action Triggers="12" Type="Text" Text="[crimson excited]Prepare to feel the full wrath of this awesome weapon!" LocaleId="2019" />
		<action Triggers="12" Type="Text" Text="[sv arrogant]Too bad we obliterated your power grid already." LocaleId="2020" />
		<action Triggers="12" Type="Text" Text="[crimson]The grid does allow us to fire faster, [crimson smile]but we have been charging the weapon this whole time." LocaleId="2021" />
		<action Triggers="12" Type="Text" Text="[sv excited]All teams evacuate the base now!" LocaleId="2022" />
		<action Triggers="12" Type="Text" Text="[general ingame]Commander Vice!  We still have time!  The Magna Lase consumes so much power it takes several minutes to charge, but we must capture it before then!" LocaleId="2023" />
		<action Triggers="12" Type="Text" Text="[crimson excited]You have no chance!  All groups attack!" LocaleId="2024" />

		<!-- queue units at garage when visible -->
		<trigger Id="16" Type="Visible" Unit="9851" />
		<action Triggers="16" Player="1" Type="Queue" Unit="Cougar" />
		<action Triggers="16" Player="1" Type="Queue" Unit="Challenger" />
		<action Triggers="16" Player="1" Type="Queue" Unit="Humvee" />

		<!-- after reaching magna lase -->
		<trigger Id="8" Type="Units" Player="0" Count="0" Compare="GT" Position="4671 1160" Radius="264" />
		<action Triggers="8" Player="0" Type="UnitCreate" Unit="Visible700" Position="4944 1004" />
		<action Triggers="8" Type="Text" Text="[sv excited]Wow that thing is huge!" LocaleId="2025" />
		<action Triggers="8" Type="Text" Text="[soldier scared]OMG look at all of the COIL defenses!" LocaleId="2026" />
		<action Triggers="8" Type="Text" Text="[sv worried]General there is no way we have enough offenses to get close to the Magna Lase without being vaporized, [sv serious]requesting reinforcements." LocaleId="2027" />
		<action Triggers="8" Type="Text" Text="[sv]What about that old ICBM we saw at base, [sv confused]can we retrofit it with a warhead to take out those COIL defenses?" LocaleId="2028" />
		<action Triggers="8" Type="Text" Text="[general ingame]Standby..." LocaleId="2029" />
		<!-- after player reads dialogs fire Magna Lase at base -->
		<trigger Id="18" Type="TextDialogs" Count="0" WaitForTrigger="8" Delay="5" />
		<action Triggers="18" Type="UnitState" Unit="2449" State="Attack" Target="5488" />
		<action Triggers="18" Type="Text" Text="[soldier worried]What is that?" LocaleId="2030" />
		<action Triggers="18" Type="Text" Text="[sv excited]It's firing!  Get out of the lasers path!" LocaleId="2031" />
		<!-- after player reads dialogs create and pan to poseidon -->
		<trigger Id="9" Type="TextDialogs" Count="0" WaitForTrigger="18" Delay="15" />
		<action Triggers="9" Player="0" Type="UnitCreate" Unit="Poseidon" Position="817 5438" />
		<action Triggers="9" Type="Text" Text="[general ingame]We have a missile silo online with an ICBM containing a Poseidon warhead ready to launch.  The Poseidon is an EMP weapon that will temporarily disable all systems in the target area and any airborne units will lose power and crash!  [general ingame]The inbound Newts should also be showing up shortly." LocaleId="2032" />
		<action Triggers="9" Type="Marker" Position="829 5411" />
		<action Triggers="9" Type="MoveView" Position="829 5411" />
		<action Triggers="9" Type="Text" Text="[ops]To launch the Poseidon ICBM, select the missile, then touch the land or an enemy target to fire the missile.  Be aware that any units in the target area will be damaged, including your own." LocaleId="2033" />
		<!-- create Newts to capture Magna Lase with -->
		<trigger Id="13" Type="TextDialogs" Count="0" WaitForTrigger="9" Delay="15" />
		<action Triggers="13" Player="0" Type="UnitCreate" Unit="Newt" Count="6" Position="2872 3357" />
		<action Triggers="13" Player="0" Type="UnitCreate" Unit="Newt" Count="4" Position="2872 3500" />
		<action Triggers="13" Player="0" Type="UnitCreate" Unit="Spawn" Count="2" Position="2750 3400" />
		<action Triggers="13" Type="SetProperties" Player="0" Unit="Newt" Speed="70" />
		<action Triggers="13" Type="SetProperties" Player="0" Unit="Spawn" Speed="70" />
		<action Triggers="13" Type="Text" Text="[soldier6 happy]Awaiting orders." Delay="1" LocaleId="2034" />
		<action Triggers="13" Type="Marker" Position="2827 3419" />
		<action Triggers="13" Type="MoveView" Position="2827 3419" />
		<action Triggers="13" Type="UnitState" Unit="2449" State="Attack" Target="13521" Delay="60" />
		<!-- if player launches missile and misses most of COILs give them another (wait 2 sec for COILs to crash) -->
		<trigger Id="20" Type="Units" Player="0" Unit="Poseidon" Count="0" Compare="=" Valid="2" WaitForTrigger="9" />
		<trigger Id="21" Type="Units" Player="1" Unit="COIL" Count="4" Compare=">" Valid="1" WaitForTrigger="20" />
		<action Triggers="21" Type="Text" Text="[sv angry]You imbecile!  You missed most of the COIL weapons!  [sv]Luckily for you we have one more Poseidon." LocaleId="2033" />
		<action Triggers="21" Player="0" Type="UnitCreate" Unit="Poseidon" Position="817 5438" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Desc="Capture Magna Lase" LocaleId="2035" />
		<trigger Id="10" Type="UnitsKilled" Player="1" Unit="Magna Lase" Compare="GTE" Count="1" />
		<action Triggers="10" Type="ObjectiveFailed" Objective="4" Delay="3" />
		<trigger Id="11" Type="UnitsConverted" Player="0" Unit="Magna Lase" Compare="GTE" Count="1" />
		<action Triggers="11" Type="Text" Text="[crimson excited]You may have captured this small test installation, but you have no idea of the power about to be unleashed!" LocaleId="2036" />
		<action Triggers="11" Type="Text" Text="[general ingame]Capture her at once!" LocaleId="2037" />
		<action Triggers="11" Type="Text" Text="[img crimson heli]Until we meet again..." LocaleId="2038" />
		<trigger Id="15" Type="TextDialogs" Count="0" WaitForTrigger="11" Valid="1" />
		<action Triggers="15" Type="ObjectiveComplete" Objective="4" Delay="2" />
		<trigger Id="17" Type="UnitsAttacked" Player="1" Unit="Magna Lase" AutoReset="60" />
		<action Triggers="17" Type="Text" Text="[soldier4 tank]Our orders are to capture the Magna Lase not destroy it!" AutoReset="5" LocaleId="2039" />
		<!-- if player loses all of their mobile units mission failed -->
		<trigger Id="19" Type="Units" Player="0" UnitType="Mobile" Count="0" Compare="=" Valid="5" />
		<action Triggers="19" Type="ObjectiveFailed" Objective="4" />

		<!-- OBJECTIVE 5 -->
		<objective Id="5" Type="Secondary" Desc="Destroy substation" LocaleId="2040" />
		<trigger Id="7" Type="Visible" Unit="12195" />
		<action Triggers="7" Type="Text" Text="[sv]This must be the substation..." LocaleId="2041" />
		<trigger Id="14" Type="UnitsKilled" Player="1" Unit="12195" Compare="GTE" Count="1" />
		<action Triggers="14" Type="ObjectiveComplete" Objective="5" Delay="3" />
</mission>

	
	<!-- MISSION ########################### -->
	<mission Id="OI21" Act="3" Mission="21" Name="Infinity" GoalTime="900" NameLocaleId="2100" IntroLocaleId="2101" HelpLocaleId="2102"
		Intro="[scene 21a][general disappointed]So Crimson seduced Jimao to use as her puppet and wield his forces from [general happy]undercover.  [general serious]Don't worry Crimson hasn't gone far. [general] We have every resource available tracking her and she is heading North.  After processing our latest surveillance of the area we discovered a massive energy weapon.   It is cloaked by a magnetic field which is why it has remained hidden thus far, our technicians noticed a glitch in some of our readings which led them to the discovery. [general worried] We sent Commander Vice and her team to investigate earlier this morning but have been unable to contact her. [general] We presume the powerful energy field surrounding the weapon has cut off all communications.  Therefore on this mission you will be unable to contact us. [general angry] Your task is to make contact with Commander Vice and kill Crimson and destroy the weapon."
		Help="It seems Crimson is finally at hand, but not before defeating a gigantic weapon installation that will take no less than six gigantic Magna Lase mega units to defeat!  In this mission you will build two Magna Lases while building power generators and defending your base.  Waves of units will attack your base, the key to this mission is finding the correct Magna Lase to fire at the incoming wave, since the Magna Lases have such a long recharge time before they can fire again, you will only have one shot at killing each wave usually, so get it right!  Begin by building 10-20 power cells, and a fusion plant.  Start building a Magna Lase in the center position ASAP.  After this is done accelerate the construction of the Magna Lase that was already being built, it is required in order to defeat an incoming wave of infantry.  As you are doing this Commander Vice will instruct you on which Magna Lase to fire and at what angle, for example fire 2 mark 45 means fire the second Magna Lase from the left at 45 degrees (0 degrees meaning due North, and 45 degrees Northeast).  After a few volleys she will go off to another task and you will be on your own figuring out which Magna Lase to fire and where, this is where things get fun.  If you see aircraft don't worry about them as you already have defenses will defeat them, they are merely a distraction.  After several waves of enemies Commander Vice will send a squadron in to clear out the enemy area and you will finally see Crimson's weapon.  After all six Magna Lases are built a countdown timer will begin, you must defeat the Infinity Weapon before this timer expires, to do so fire all six lasers at the weapon, after three to four volleys it will be destroyed."
	>
		<allowed>
			<item Unit="Power Cell" />
			<item Unit="Wind Turbine" />
			<item Unit="Reactor" />
			<item Unit="Tidal Turbine" />
			<item Unit="Fusion Plant" />
			<item Unit="Geothermal Pump" />
			<item Unit="Critical Reactor" />

			<item Unit="Magna Lase" />

			<item Unit="Dirty Ordinance" />
		</allowed>
		<notallowed>
			<item Unit="All" />
		</notallowed>

		<!-- so the jamming stations will cover the infinity weapon -->
		<trigger Id="12" />
		<action Triggers="12" Type="SetProperties" Player="1" Unit="Jamming Station" RadarRad="500" />
		<action Triggers="12" Type="SetProperties" Player="1" Unit="Disruptor" Health="100" />
		<action Triggers="12" Type="Setting" Unit="SetInfluencePathing" Count="0" />
		<!-- because we designed the level for 60s magna lase repeat lase we must set that on new units created -->
		<action Triggers="12" Type="SetProperties" Unit="Magna Lase" RepeatRate="60" />

		<!-- After player discovered magna lases -->
		<trigger Id="1" Type="Visible" Unit="8481" />
		<trigger Id="2" Type="Visible" Unit="8510" />
		<trigger Id="3" Type="Visible" Unit="6133" />
		<trigger Id="4" Type="Visible" Unit="6165" />
		<action Triggers="1,2,3,4" Combine="Any" Type="Text" Text="[sv angry]About time you showed up!" LocaleId="2106" />
		<action Triggers="1,2,3,4" Combine="Any" Type="Text" Text="[soldier6]Commander Vice, during the last blasting sequence the weapon was down to about 50% power!" LocaleId="2107" />
		<action Triggers="1,2,3,4" Combine="Any" Type="Text" Text="[sv angry]We've got three Magna Lases concentrated on the weapon and it still isn't enough!" LocaleId="2108" />
		<action Triggers="1,2,3,4" Combine="Any" Type="Text" Text="[sv confused]There is some kind of massive regenerative network around Crimson's weapon, every time we blast it, it immediately repairs itself! [sv] You take over here.  We just started construction on a fourth Magna Lase, accelerate work on it and [sv excited]build two more in the marked locations immediately! [sv serious] I have to make sure our Spec Mines are still online!" LocaleId="2109" />

		<!-- after player has a chance to scope out area and base -->
		<trigger Id="9" Delay="120" />
		<action Triggers="9" Type="Text" Text="[crimson excited]Prepare for my fury to be unleashed!" LocaleId="2110" />
		<action Triggers="9" Type="Text" Text="[sv excited]Get ready for incoming enemies!" Delay="15" LocaleId="2111" />
		
		<!-- If player doesn't build more magna lases by a certain time warn them -->
		<trigger Id="10" Type="Units" Player="0" Compare="LT" Count="6" Unit="Magna Lase" Delay="140" />
		<action Triggers="10" Type="Text" Text="[sv angry]What are you doing?  Get additional Magna Lases online so we can destroy the weapon before it is fired!" LocaleId="2112" />
		<action Triggers="10" Type="MoveView" Position="3312 4750" Valid="3" />
		<action Triggers="10" Type="MoveView" Position="5040 4222" Valid="8" />
		<action Triggers="10" Type="Marker" Position="3312 4750" />
		<action Triggers="10" Type="Marker" Position="5040 4222" />

		<!-- send waves of units to kill player, player must defeat them by using correct magna lase -->
		<trigger Id="11" Delay="120" />
		<action Triggers="11" Type="Text" Text="[sv excited]Fire Magna Lase 2 mark 45!" Delay="55" LocaleId="2113" />
		<action Triggers="11" Type="UnitCreate" Player="1" Count="5" Unit="Challenger" Position="4822 683" />
		<action Triggers="11" Type="UnitMove" Player="1" State="Attack" Unit="Challenger" Position="1580 4313" />
		<action Triggers="11" Type="UnitCreate" Player="1" Count="5" Unit="Challenger" Position="4822 683" Delay="5" />
		<action Triggers="11" Type="UnitMove" Player="1" State="Attack" Unit="Challenger" Position="1580 4313" Delay="5" />
		<action Triggers="11" Type="UnitCreate" Player="1" Count="5" Unit="Challenger" Position="4822 683" Delay="10" />
		<action Triggers="11" Type="UnitMove" Player="1" State="Attack" Unit="Challenger" Position="1580 4313" Delay="10" />
		<action Triggers="11" Type="UnitCreate" Player="1" Count="5" Unit="Challenger" Position="4822 683" Delay="15" />
		<action Triggers="11" Type="UnitMove" Player="1" State="Attack" Unit="Challenger" Position="1580 4313" Delay="15" />
		<action Triggers="11" Type="UnitCreate" Player="1" Count="5" Unit="Challenger" Position="4822 683" Delay="20" />
		<action Triggers="11" Type="UnitMove" Player="1" State="Attack" Unit="Challenger" Position="1580 4313" Delay="20" />

		<trigger Id="13" Delay="230" />
		<action Triggers="13" Type="Text" Text="[sv excited]Fire Magna Lase 1 mark 0!" Delay="30" LocaleId="2114" />

		<!-- create one spawn every 3 seconds and send it to the 1st magna lase -->
		<trigger Id="17" Delay="3" AutoReset="1" ResetType="1" WaitForTrigger="13" />
		<trigger Id="18" Type="StatGameTime" Compare="LT" Count="260" AutoReset="1" />
		<action Triggers="17,18" Type="UnitCreate" Player="1" Count="1" Unit="Spawn" Position="958 1344" AutoReset="1" />
		<action Triggers="17,18" Type="UnitMove" Player="1" State="Attack" Unit="Spawn" Position="719 4026" AutoReset="1" />

		<trigger Id="14" Delay="280" />
		<action Triggers="14" Type="UnitCreate" Player="1" Count="5" Unit="Hornet" Position="977 996" />
		<action Triggers="14" Type="UnitState" Player="1" State="Attack" Unit="Hornet" Target="8481" />

		<!-- send 80 seals to ML3, arrives 2 minutes after creation -->
		<trigger Id="19" Delay="310" />
		<action Triggers="19" Type="Text" Text="[radar tech]Massive infantry incursion detected directly North of Magna Lase 3." Delay="20" LocaleId="2115" />
		<action Triggers="19" Type="Text" Text="[sv excited]Get Magna Lase 3 online ASAP and fire Mark 0!" Delay="20" LocaleId="2116" />
		<action Triggers="19" Type="UnitCreate" Player="1" Count="40" Unit="SEAL" Position="2790 2050" />
		<action Triggers="19" Type="UnitCreate" Player="1" Count="40" Unit="SEAL" Position="2790 1900" />
		<action Triggers="19" Type="UnitMove" Player="1" State="Attack" Unit="SEAL" Position="2446 4572" />

		<!-- west docks to ML5 -->
		<trigger Id="20" Delay="300" />
		<action Triggers="20" Type="Text" Text="[radar tech]Incoming naval forces through the swamp, fire Magna Lase 5 mark 300." Delay="65" LocaleId="2117" />
		<action Triggers="20" Type="UnitCreate" Player="1" Count="8" Unit="Zumwalt" Position="1647 935" />
		<action Triggers="20" Type="UnitMove" Player="1" State="Attack" Unit="Zumwalt" Position="4196 4315" />
		<action Triggers="20" Type="UnitMove" Player="1" State="Attack" Unit="Zumwalt" Position="4196 4315" Delay="15" />
		<action Triggers="20" Type="UnitState" Player="1" State="Attack" Unit="Zumwalt" Target="8481" Delay="30" />

		<!-- attack player wind turbines with wasps, not really anything they can do about it, just distraction -->
		<trigger Id="21" Delay="400" />
		<action Triggers="21" Type="UnitCreate" Player="1" Count="30" Unit="Wasp" Position="1250 950" />
		<action Triggers="21" Type="UnitState" Player="1" State="Attack" Unit="Wasp" Target="5084" />

		<!-- send in air units to destroy enemy disruptors so player can see giant weapon in full view -->
		<trigger Id="22" Delay="410" />
		<action Triggers="22" Type="Text" Text="[sv]We need to see what we are dealing with, while you were relaxing I was able to scrape together a small squadron to take out the Optical Disruptors in the enemy base, standby..." Delay="10" LocaleId="2118" />
		<action Triggers="22" Type="UnitCreate" Player="0" Count="3" Unit="Hornet" Position="2 4530" />
		<action Triggers="22" Type="UnitState" Player="0" State="Attack" Unit="Hornet" Target="2619" />
		<action Triggers="22" Type="UnitCreate" Player="0" Count="3" Unit="Black Widow" Position="1247 5703" />
		<action Triggers="22" Type="UnitState" Player="0" State="Attack" Unit="Black Widow" Target="2635" />
		<action Triggers="22" Type="UnitState" Player="0" State="Attack" Unit="Hornet" Target="Disruptor" Delay="12" />
		<action Triggers="22" Type="UnitState" Player="0" State="Attack" Unit="Black Widow" Target="Disruptor" Delay="12" />
		<action Triggers="22" Type="UnitState" Player="0" State="Attack" Unit="Hornet" Target="Disruptor" Delay="20" />
		<action Triggers="22" Type="UnitState" Player="0" State="Attack" Unit="Black Widow" Target="Disruptor" Delay="20" />
		<action Triggers="22" Type="UnitKill" Player="1" Unit="Disruptor" Delay="30" />
		<action Triggers="22" Type="Text" Text="[sv excited]Oh my god!  Look at the size of the installation!" Delay="30" LocaleId="2139" />
		<action Triggers="22" Type="Text" Text="[sv]I'll be analyzing the weapon for weaknesses.  [sv serious]You are now on your own defending the Magna Lases, so be on the lookout for attacks." Delay="30" LocaleId="2140" />
		<action Triggers="22" Type="MoveView" Position="2900 1130" Delay="30" />

		<!-- build some enemy raptors to clean up the mess -->
		<action Triggers="22" Player="1" Type="Queue" Unit="Raptor" Count="8" Delay="55" />

		<!-- keep send in light waves to keep the pressure on -->
		<trigger Id="31" Delay="460" />
		<action Triggers="31" Type="UnitCreate" Player="1" Count="8" Unit="Viper" Position="4594 940" />
		<action Triggers="31" Type="UnitMove" Player="1" State="Attack" Unit="Viper" Position="4270 4299" />

		<trigger Id="32" Delay="470" />
		<action Triggers="32" Type="UnitCreate" Player="1" Count="6" Unit="Magmus" Position="4594 940" />
		<action Triggers="32" Type="UnitMove" Player="1" State="Attack" Unit="Magmus" Position="4270 4299" />
		<action Triggers="32" Type="UnitMove" Player="1" State="Attack" Unit="Raptor" Position="5300 2200" />

		<trigger Id="33" Delay="540" />
		<action Triggers="33" Type="UnitCreate" Player="1" Count="9" Unit="Viper" Position="4594 940" />
		<action Triggers="33" Type="UnitMove" Player="1" State="Attack" Unit="Viper" Position="4270 4299" />
		<action Triggers="33" Type="UnitMove" Player="1" State="Attack" Unit="Raptor" Position="800 2700" />

		<!-- across the map apache force :o -->
		<trigger Id="34" Delay="580" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="150 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="300 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="450 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="600 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="750 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="900 988" />

		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="1150 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="1300 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="1450 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="1600 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="1750 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="1900 988" />

		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="2150 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="2300 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="2450 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="2600 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="2750 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="2900 988" />

		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="3150 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="3300 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="3450 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="3600 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="3750 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="3900 988" />

		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="4150 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="4300 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="4450 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="4600 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="4750 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="4900 988" />

		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="5150 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="5300 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="5450 988" />
		<action Triggers="34" Type="UnitCreate" Player="1" Unit="Apache" Position="5600 988" />

		<action Triggers="34" Type="UnitState" Player="1" State="Attack" Unit="Apache" />

		<trigger Id="35" Delay="630" />
		<action Triggers="35" Type="UnitCreate" Player="1" Count="15" Unit="Archer" Position="1384 956" />
		<action Triggers="35" Type="UnitMove" Player="1" State="Attack" Unit="Archer" Position="5029 4061" />
		<action Triggers="35" Type="UnitMove" Player="1" State="Attack" Unit="Raptor" Position="2700 3600" />


		<!-- player able to see weapon, now start charging weapon -->

		<!-- takes 2 volleys of 6 magna lases 
		magna lase attack=8000 reload=60 
		infinity weapon hp = 95000 regen rate 280
		-->
		<!-- send enemy units to player when infinity weapon is almost dead -->
		<trigger Id="24" Type="UnitsHealth" Player="1" Count="10" Compare="LT" Unit="Infinity Weapon" />
		<action Triggers="24" Type="UnitCreate" Player="1" Count="3" Position="1173 973" State="Attack" Unit="Hornet" Target="6165" />
		<action Triggers="24" Type="UnitCreate" Player="1" Count="3" Position="1000 973" State="Attack" Unit="Hornet" Target="6133" Delay="5" />
		<action Triggers="24" Type="UnitCreate" Player="1" Count="3" Position="1200 973" State="Attack" Unit="Black Widow" Target="8510" Delay="10" />
		<action Triggers="24" Type="UnitCreate" Player="1" Count="3" Position="1300 973" State="Attack" Unit="Wasp" Delay="15" />
		<action Triggers="24" Type="UnitCreate" Player="1" Count="3" Position="1500 973" State="Attack" Unit="Hornet" Target="8481" Delay="20" />

		<!-- set infinity weapon to max health until countdown begins, this way player is time pressured -->
		<trigger Id="37" AutoReset="5" ResetType="1" />
		<action Triggers="37,28!" Combine="All" Type="SetProperties" Player="1" Unit="Infinity Weapon" Health="100000" AutoReset="5" />

		<!-- when 6th magna lase is started building start countdown timer to firing weapon -->
		<trigger Id="27" Type="Units" Player="0" Count="6" Compare="GTE" Unit="Magna Lase" WaitForTrigger="22" />
		<action Triggers="27" Type="SetProperties" Unit="Magna Lase" RepeatRate="60" />
		<action Triggers="27,7!" Combine="All" Type="Text" Text="[crimson excited]My Infinity Weapon will be your undoing!" Valid="60" LocaleId="2119" AutoDismiss="10" />
		<action Triggers="27,7!" Combine="All" Type="Text" Text="[crimson smile]You will perish." Valid="150" LocaleId="2120" AutoDismiss="10" />
		<action Triggers="27,7!" Combine="All" Type="Text" Text="[crimson excited]Prepare for oblivion!" Valid="230" LocaleId="2121" AutoDismiss="10" />
		<action Triggers="27,7!" Combine="All" Type="Text" Text="[crimson smile]You stand no chance." Valid="310" LocaleId="2122" AutoDismiss="10" />
		<action Triggers="27,7!" Combine="All" Type="Text" Text="[crimson excited]The end is near!" Valid="400" LocaleId="2123" AutoDismiss="10" />

		<trigger Id="28" Valid="30" WaitForTrigger="27" />
		<action Triggers="28" Type="Text" Text="[sv excited]Crimson is charging the weapon!  It is now vulnerable since power is being diverted from their shielding, now is our chance to attack!  We only have minutes left before the entire region is destroyed!    Fire all Magna Lases at Crimson's Infinity Weapon!" LocaleId="2124" />
		<action Triggers="28" Type="SetCountdown" Count="480" />
		<!-- TESTING
		<trigger Id="28" />
		<action Triggers="28" Type="SetCountdown" Count="10" />
		-->

		<!-- when countdown is done, game over -->
		<trigger Id="29" Type="Countdown" Count="0" WaitForTrigger="28" />
		<action Triggers="29" Type="WhiteOut" Count="2000" />
		<action Triggers="29" Type="UnitKill" Player="0" Delay="1" />
		<action Triggers="29" Type="Text" Text="[crimson smile]You can't escape your destiny." Delay="5" LocaleId="2125" />
		<action Triggers="29" Type="Text" Text="[img region destroyed]No matter how far you run." Delay="5" LocaleId="2126" />
		<trigger Id="36" Type="TextDialogs" Count="0" WaitForTrigger="29" Delay="6" />
		<action Triggers="36" Type="ObjectiveFailed" Objective="3" Delay="3" />

		<!-- OBJECTIVE 1 -->
		<objective Id="1" Desc="Build two Magna Lases" LocaleId="2127" />
		<trigger Id="5" Type="UnitsBuilt" Player="0" Compare="GTE" Count="2" Unit="Magna Lase" />
		<action Triggers="5" Type="ObjectiveComplete" Objective="1" Delay="3" />
		<action Triggers="5" Type="SetProperties" Unit="Magna Lase" RepeatRate="60" />

		<!-- OBJECTIVE 2 -->
		<objective Id="2" Desc="Defend Magna Lases" LocaleId="2128" />
		<trigger Id="16" Type="Units" Player="0" Unit="Magna Lase" Compare="=" Count="0" />
		<action Triggers="16,29!" Combine="All" Type="ObjectiveFailed" Objective="2" Delay="3" />

		<!-- OBJECTIVE 3 -->
		<objective Id="3" Desc="Destroy Crimson's weapon" LocaleId="2129" />
		<trigger Id="6" Type="UnitsKilled" Player="1" Unit="Infinity Weapon" Compare="GT" Count="0" />
		<action Triggers="6" Type="SetCountdown" Count="0" />
		<action Triggers="6" Type="ObjectiveComplete" Objective="2" Delay="3" />
		<action Triggers="6" Type="ObjectiveComplete" Objective="3" Delay="3" />

		<!-- end game win -->
		<trigger Id="7" Type="UnitsKilled" Player="1" Unit="Infinity Weapon" Compare="GT" Count="0" Valid="6" />
		<action Triggers="7" Type="Text" Text="[sv excited]We got it!" LocaleId="2130" />
		<action Triggers="7" Type="Text" Text="[img soldier captured crimson]We caught her fleeing at the North perimeter commander." LocaleId="2131" />
		<action Triggers="7" Type="Text" Text="[sv angry]Gutless as I expected!" LocaleId="2132" />
		<action Triggers="7" Type="Text" Text="[img crimson throw knife]Die!" LocaleId="2133" />
		<action Triggers="7" Type="Text" Text="[img sv dodge]" LocaleId="2134" />
		<action Triggers="7" Type="Text" Text="[img crimson dying]Only..." LocaleId="2135" />
		<action Triggers="7" Type="Text" Text="[img sv smoking gun]I never did believe in destiny..." LocaleId="2136" />

		<!-- OBJECTIVE 4 -->
		<objective Id="4" Desc="Kill Crimson" LocaleId="2137" />
		<trigger Id="8" Type="TextDialogs" Count="0" WaitForTrigger="7" />
		<action Triggers="8" Type="ObjectiveComplete" Objective="4" Delay="3" />

		<!-- OBJECTIVE 5 -->
		<objective Id="5" Type="Secondary" Desc="Do not lose any Magna Lases" AutoComplete="1" LocaleId="2138" />
		<trigger Id="15" Type="UnitsKilled" Player="0" Unit="Magna Lase" Compare="GT" Count="0" />
		<action Triggers="15" Type="ObjectiveFailed" Objective="5" Delay="3" />

	</mission>

</campaign>