<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015]]></title><description><![CDATA[<h1>DONE - COMPLETED - SEE DOWNLOAD PAGE</h1>
<p dir="auto">Hey everybody.</p>
<p dir="auto">Some of you might know me. Some of you might not. Just a short introduction and then we'll get to the blog part, I guess. It's going to be about mods.</p>
<p dir="auto">I joined WFW around 2005. I was a stupid, arrogant little fucktard and I still am. My middle name is 'Dick' and I'm not even joking (I'll scan my ID later). Anyway, I knew it all. Stupid 14 year old me.</p>
<p dir="auto">Anyway, in 2007 I got pretty sick. Hospital-sick. The exact timeline is a bit vague to me but around that time I also stopped coming around to this project. Just other things on my mind. 2 years of treatment, 5 years of being miserable and then it was 2014. Now not quite as sick as I was before anymore. In fact I'm a healthy 70kg, going to the gym 4x a week, finishing up my 6th year of college (out of 4 years... hehe) and overall not dying.</p>
<p dir="auto">Which is good.</p>
<p dir="auto">Anyway, around last year I installed Machines, finally completed the entire campaign without cheating (yay me) and I wanted to try my hand at modding again. Woe was me when I found out that the entire project was gone. The little executables like Metaex.exe were like artefacts to me but lost in the great abyss. I couldn't find them and the game would never be the same.</p>
<p dir="auto">And then I stumbled on a page saying that Hayden/Sloik was going to reboot the project. It kind of faded away but I remembered it two months later so I showed up. And here I am now! Ready to roll!</p>
<p dir="auto">So that's my story. Cool to see old and new faces. It has been 10 years since I first came here, so it's just nice being here.</p>
<p dir="auto">Anyway. I'm going to try and create a 'Onslaught' mod as described by my younger self in my horrible, but useful mod-guide.</p>
<hr />
<h1><strong>Onslaught</strong></h1>
<p dir="auto">Goal: You have to survive for 30 minutes.</p>
<p dir="auto">Map:  Claustrophobia (Nice center area)</p>
<pre><code>Required	Conditions:													
ALL_UNITS_DEAD	allreddead	RED												
TIMER	rein1	100												
TIMER	rein2	400												
TIMER	rein3	600												
TIMER	rein4	900												
TIMER	rein5	1200												
TIMER	rein6	1300												
TIMER	rein7	1450												
														
//Low	Unit	Counter												
LOW_UNIT_COUNT	reinblue	BLUE	1	MACHINE										
														
//Victorytimer														
TIMER	victorytimer	1800												
														
//All	Blues	dead												
ALL_UNITS_DEAD	allbluedead	BLUE												
														
//	Victory	if	30	Minutes	+	all	Blues	dead						
ALL	victorycond	victorytimer	allbluedead											
														
//Reinforcement	Conditions.	Check	if	all	blue's	are	dead	+	Timer	passed	to	start	next	wave.
ALL	reincond1	rein1	reinblue											
ALL	reincond2	rein2	reinblue											
ALL	reincond3	rein3	reinblue											
ALL	reincond4	rein4	reinblue											
														
														
Actions:														
														
//Lost														
LOST	ON	allreddead	RACE	RED										
														
//Won														
WON	ON	victorycond	RACE	RED										
														
//Enemy	Reinforcements													
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond1	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	400	1200												
ASSIGN	1													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond2	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	400	1200												
ASSIGN	2													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond3	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	400	1200												
ASSIGN	3													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond4	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	400	1200												
ASSIGN	4													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	rein5	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	400	1200												
ASSIGN	5													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	rein6	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	400	1200												
ASSIGN	6													
END														
														
REINFORCEMENTS	ON	rein7	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	400	1200												
ASSIGN	7													
END														
														
//Assemblies	(.SPL	File?)												
ACTIVATE_SQUADRONS	ON	rein1	RACE	BLUE	SQUADRONS	1								
ACTIVATE_SQUADRONS	ON	rein2	RACE	BLUE	SQUADRONS	2								
ACTIVATE_SQUADRONS	ON	rein3	RACE	BLUE	SQUADRONS	3								
ACTIVATE_SQUADRONS	ON	rein4	RACE	BLUE	SQUADRONS	4								
ACTIVATE_SQUADRONS	ON	rein5	RACE	BLUE	SQUADRONS	5								
ACTIVATE_SQUADRONS	ON	rein6	RACE	BLUE	SQUADRONS	6								
ACTIVATE_SQUADRONS	ON	rein7	RACE	BLUE	SQUADRONS	7								
</code></pre>
<hr />
<p dir="auto">DONE DONE DONE DONE</p>
]]></description><link>http://wiredforwar.org/topic/24/project-new-skirmish-map-onslaught-completed-april-1st-2015</link><generator>RSS for Node</generator><lastBuildDate>Sat, 16 May 2026 10:49:51 GMT</lastBuildDate><atom:link href="http://wiredforwar.org/topic/24.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 29 Mar 2015 22:27:51 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 21:45:24 GMT]]></title><description><![CDATA[<p dir="auto">Final touches:</p>
<ol>
<li>Edit Scninfo.dat so that it looks very very very nice. //DONE</li>
</ol>
<p dir="auto"><img src="/uploads/files/upload-2a422045-ff51-4637-b95e-4441f7729402" alt="upload-aa575465-32fc-4ff1-90e7-585db9ebf173" class=" img-fluid img-markdown" /></p>
<ol start="2">
<li>
<p dir="auto">Return some units to normal settings (Changed due to testing) //DONE</p>
</li>
<li>
<p dir="auto">Upload &amp; Playtest. <a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/1">@Hayden</a>? :)</p>
</li>
</ol>
]]></description><link>http://wiredforwar.org/post/266</link><guid isPermaLink="true">http://wiredforwar.org/post/266</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Wed, 01 Apr 2015 21:45:24 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:54:11 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a> No, that would make them Spycrabs. I want... normal Crab Soldiers.</p>
<p dir="auto">lololololol</p>
]]></description><link>http://wiredforwar.org/post/265</link><guid isPermaLink="true">http://wiredforwar.org/post/265</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:54:11 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:48:37 GMT]]></title><description><![CDATA[<p dir="auto">@Encrypted<br />
A french accent and a pack of cigarettes?</p>
<p dir="auto">;)</p>
]]></description><link>http://wiredforwar.org/post/264</link><guid isPermaLink="true">http://wiredforwar.org/post/264</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:48:37 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:47:04 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> Yep, said that before.</p>
<p dir="auto">But, well, I still wonder... what should those Crab Soldiers have?</p>
]]></description><link>http://wiredforwar.org/post/263</link><guid isPermaLink="true">http://wiredforwar.org/post/263</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:47:04 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:44:14 GMT]]></title><description><![CDATA[<p dir="auto">@Encrypted</p>
<p dir="auto">That's another mod, my friend</p>
]]></description><link>http://wiredforwar.org/post/261</link><guid isPermaLink="true">http://wiredforwar.org/post/261</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:44:14 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:41:57 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a></p>
<p dir="auto">You know, "Ballerine Gorillas", "Suicidal Scouts", "Sniper Reapers", "Crab Soldiers" and such.</p>
]]></description><link>http://wiredforwar.org/post/260</link><guid isPermaLink="true">http://wiredforwar.org/post/260</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:41:57 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:18:21 GMT]]></title><description><![CDATA[<p dir="auto">@Encrypted Modified machines?</p>
]]></description><link>http://wiredforwar.org/post/259</link><guid isPermaLink="true">http://wiredforwar.org/post/259</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:18:21 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:14:32 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> Oh, well, great. What about those modified machines?</p>
<p dir="auto">Oh, nevermind.</p>
]]></description><link>http://wiredforwar.org/post/256</link><guid isPermaLink="true">http://wiredforwar.org/post/256</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:14:32 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 20:13:31 GMT]]></title><description><![CDATA[<p dir="auto">NOBODY HAS TIME TO WAIT FOR THE WEEKEND!!</p>
<p dir="auto">To do:</p>
<ol>
<li>
<p dir="auto">Smaller waves between the large waves. //DONE</p>
</li>
<li>
<p dir="auto">Add Voice mails for the time. //DONE</p>
</li>
<li>
<p dir="auto">Add condition that the last wave destroyed = victory, rather than wait the entire time period. //DONE</p>
</li>
<li>
<p dir="auto">Change research so that Brainbox, Titan Mek and Judas Warlord are unresearchable. //DONE</p>
</li>
<li>
<p dir="auto">Remove a couple of green turrets that block the way.  //DONE</p>
</li>
<li>
<p dir="auto">DONE &amp; UPLOAD</p>
</li>
</ol>
]]></description><link>http://wiredforwar.org/post/253</link><guid isPermaLink="true">http://wiredforwar.org/post/253</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Wed, 01 Apr 2015 20:13:31 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:03:31 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> Do I have hallucinations or did I just see a nuke passing by?</p>
]]></description><link>http://wiredforwar.org/post/252</link><guid isPermaLink="true">http://wiredforwar.org/post/252</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:03:31 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 19:02:25 GMT]]></title><description><![CDATA[<p dir="auto"><img src="/uploads/files/upload-2b91fb88-d731-4185-9def-156927206d19" alt="upload-e7c13d8e-09ee-4b7e-847b-369f935bce97" class=" img-fluid img-markdown" /></p>
<p dir="auto"><img src="/uploads/files/upload-3bf3369e-94f4-46e9-943c-1f72a163051d" alt="upload-205fb0b9-bc5b-4a75-94ed-7dccb8687c27" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/251</link><guid isPermaLink="true">http://wiredforwar.org/post/251</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Wed, 01 Apr 2015 19:02:25 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 18:39:50 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a></p>
<p dir="auto"><a href="https://www.youtube.com/watch?v=Xm_dS-wEFvs" rel="nofollow ugc">https://www.youtube.com/watch?v=Xm_dS-wEFvs</a></p>
]]></description><link>http://wiredforwar.org/post/250</link><guid isPermaLink="true">http://wiredforwar.org/post/250</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Wed, 01 Apr 2015 18:39:50 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 18:26:38 GMT]]></title><description><![CDATA[<h2>@Encrypted They look evil don't they :D</h2>
<p dir="auto"><img src="/uploads/files/upload-f3e390be-85f7-40b6-a6d4-ca2dcc047f40" alt="upload-a58d0b5e-dfc3-4bac-b19a-6c89a7e7b35d" class=" img-fluid img-markdown" /></p>
<p dir="auto">Welp! Looking good!<br />
Some playtesting and we're good to go!</p>
]]></description><link>http://wiredforwar.org/post/248</link><guid isPermaLink="true">http://wiredforwar.org/post/248</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Wed, 01 Apr 2015 18:26:38 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 17:57:37 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> Dem plasma shots look better in red, I think.</p>
]]></description><link>http://wiredforwar.org/post/245</link><guid isPermaLink="true">http://wiredforwar.org/post/245</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Wed, 01 Apr 2015 17:57:37 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Wed, 01 Apr 2015 17:28:56 GMT]]></title><description><![CDATA[<p dir="auto"><img src="/uploads/files/upload-7402ed2b-159c-48f1-8f80-42d5ec93ff44" alt="upload-1fdd9309-9977-49b7-a5b4-138f6776a934" class=" img-fluid img-markdown" /></p>
<p dir="auto">Aww yiss. WE GOT REINFORCEMENTS GOING.</p>
<p dir="auto">It's way too hard tho!</p>
]]></description><link>http://wiredforwar.org/post/244</link><guid isPermaLink="true">http://wiredforwar.org/post/244</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Wed, 01 Apr 2015 17:28:56 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 22:37:13 GMT]]></title><description><![CDATA[<p dir="auto">Today was a good day. I'm going to work on the squad Reinforcements tomorrow. They seem to cause crashes. (But what did I expect adding such large chunks of code in there?!)</p>
<pre><code>RACES_DEFAULT														
	RED	PC												
	BLUE	AI												
	GREEN	AI												
	YELLOW	AI												
ENDRACES_DEFAULT														
														
MINERAL	SITES													
//Center	Room													
														
//12														
SITE	1	2000	500	500	9.935	LOW								
SITE	1	2000	700	500	9.935	LOW								
SITE	1	2000	500	700	9.935	LOW								
SITE	1	2000	700	700	9.935	LOW								
														
SITE	1	4000	500	500	9.935	MEDIUM								
SITE	1	4000	700	500	9.935	MEDIUM								
SITE	1	4000	500	700	9.935	MEDIUM								
SITE	1	4000	700	700	9.935	MEDIUM								
														
SITE	1	5000	500	500	9.935	HIGH								
SITE	1	5000	700	500	9.935	HIGH								
SITE	1	5000	500	700	9.935	HIGH								
SITE	1	5000	700	700	9.935	HIGH								
														
//6														
SITE	1	5000	337.137	518.048	9.935									
														
//3														
SITE	1	5000	560.301	321.162	9.935									
														
ENDSITES														
														
CONDITIONS														
	LOW_UNIT_COUNT	reinblue	RACE	BLUE	1	AGGRESSOR								
	ALL_UNITS_DEAD	allDeadRed	RACE	RED										
	ALL_UNITS_DEAD	noBlue	RACE	BLUE										
	ALL_UNITS_DEAD	noYellow	RACE	YELLOW										
	ALL_UNITS_DEAD	noGreen	RACE	GREEN										
	ALL	win	victorytimer	noBlue	noGreen	noYellow								
	TIMER	rein1	100											
	TIMER	rein2	400											
	TIMER	rein3	600											
	TIMER	rein4	900											
	TIMER	rein5	1200											
	TIMER	rein6	1300											
	TIMER	rein7	1450											
	TIMER	victorytimer	1800											
//Reinforcement	Conditions.	Check	if	all	blue's	are	dead	+	Timer	passed	to	start	next	wave.
	ALL	reincond1	rein1	reinblue										
	ALL	reincond2	rein2	reinblue										
	ALL	reincond3	rein3	reinblue										
	ALL	reincond4	rein4	reinblue										
														
ENDCONDITIONS														
ACTIONS														
	LOST	ON	allDeadRed	RACE	RED									
	WON	ON	win	RACE	RED									
														
	WON	ON	allDeadRed	RACE	YELLOW									
	WON	ON	allDeadRed	RACE	GREEN									
	WON	ON	allDeadRed	RACE	BLUE									
	LOST	ON	win	RACE	BLUE									
	LOST	ON	win	RACE	GREEN									
	LOST	ON	win	RACE	YELLOW									
														
														
//Enemy	Reinforcements													
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond1	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	945.583	177.144												
ASSIGN	0													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond2	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	945.583	177.144												
ASSIGN	1													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond3	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	945.583	177.144												
ASSIGN	2													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	reincond4	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	945.583	177.144												
ASSIGN	3													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	rein5	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	945.583	177.144												
ASSIGN	4													
END														
														
//Reinforcements														
//Names	of	machines												
//Where?	{point}													
//Name	of	Squad	(1	to	99)									
//	End	(The	end)											
REINFORCEMENTS	ON	rein6	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	945.583	177.144												
ASSIGN	5													
END														
														
REINFORCEMENTS	ON	rein7	RACE	BLUE										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	ASSASSIN	LR_PLASMA_RIFLE_X2										
MACHINE	AGGRESSOR	3	KNIGHT	LR_PLASMA_CANNON1_X2										
POINT	945.583	177.144												
ASSIGN	6													
END														
														
//Assemblies	(.SPL	File?)												
ACTIVATE_SQUADRONS	ON	rein1	RACE	BLUE	SQUADRONS	0								
ACTIVATE_SQUADRONS	ON	rein2	RACE	BLUE	SQUADRONS	1								
ACTIVATE_SQUADRONS	ON	rein3	RACE	BLUE	SQUADRONS	2								
ACTIVATE_SQUADRONS	ON	rein4	RACE	BLUE	SQUADRONS	3								
ACTIVATE_SQUADRONS	ON	rein5	RACE	BLUE	SQUADRONS	4								
ACTIVATE_SQUADRONS	ON	rein6	RACE	BLUE	SQUADRONS	5								
ACTIVATE_SQUADRONS	ON	rein7	RACE	BLUE	SQUADRONS	6								
														
ENDACTIONS														
														
														
//----------------------------------------RED														
														
														
														
RACE	RED	data/m_cont_r.spl												
//FORTIFY	TIGHT	POSITION												
CAMERA_POS	440	600	150	-90	41	0	ZENITH							
CONSTRUCTIONS														
POD	1	600	600	9.935	-270	T_ION_ORBITAL_CANNON								
														
//Center	Room													
MISSILE_EMPLACEMENT	2	587.425	445.689	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	615.722	446.246	9.94234	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	449.028	582.33	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	449.367	614.188	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	587.191	756.013	9.9413	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	612.949	756.352	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	479.663	600.041	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	600.592	479.668	9.93512	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	725.215	600.933	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	600.006	721.8	9.93567	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	600.145	518.644	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	680.461	599.496	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	600.143	679.251	9.935	0	TURRET	LR_AUTO_CANNON_X2							
MISSILE_EMPLACEMENT	2	520.325	599.792	9.93504	0	TURRET	LR_AUTO_CANNON_X2							
														
MACHINES														
CONSTRUCTOR	1	1	550	600	9.935	DOZER								
CONSTRUCTOR	1	1	500	600	9.935	DOZER								
GEO_LOCATOR	3	1	650	600	-0.065									
//AGGRESSOR	1	1	320.77	639.967	9.935	GRUNT	R_BOLTER							
//AGGRESSOR	1	1	281.119	819.076	9.935	GRUNT	R_BOLTER							
//AGGRESSOR	1	1	341.091	976.166	9.935	GRUNT	R_BOLTER							
//AGGRESSOR	1	1	341.16	1040.45	9.935	GRUNT	R_BOLTER							
//AGGRESSOR	1	1	199.685	881.762	9.935	GRUNT	R_BOLTER							
//AGGRESSOR	1	1	217.81	440.667	9.935	GRUNT	R_BOLTER							
//AGGRESSOR	1	1	321.201	480.554	9.935	GRUNT	R_BOLTER							
														
ASSEMBLY	AGGRESSOR	320	640											
ASSEMBLY	AGGRESSOR	280	820											
ASSEMBLY	AGGRESSOR	340	975											
ASSEMBLY	AGGRESSOR	340	1040											
ASSEMBLY	AGGRESSOR	200	880											
ASSEMBLY	AGGRESSOR	217	440											
ASSEMBLY	AGGRESSOR	320	480											
ASSEMBLY	ADMINISTRATOR	320	640											
														
//VIRTUAL_BEACON	LEVEL_3_BEACON													
NBMU	800													
NORE	0													
ENDRACE														
														
//----------------------------------------BLUE														
														
RACE	BLUE	data/m_cont_b.spl												
//AGGRESIVE	PRODUCTION	LINE												
CAMERA_POS	600	440	150	-90	41	90	ZENITH							
CONSTRUCTIONS														
POD	1	540.058	144.393	9.935	-270	T_ION_ORBITAL_CANNON								
														
MISSILE_EMPLACEMENT	3	400.379	280.532	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	600.949	360.953	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	400.379	280.532	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	600.949	360.953	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	439.922	186.473	9.94003	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	600.177	186.473	9.93993	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	346.882	575.247	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	256.69	673.17	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	2	348.419	624.462	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	303.071	672.167	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	335.881	600.293	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	281.03	661.467	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	280.195	900.774	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	335.713	599.658	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	280.192	660.586	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	3	1000	187	12.2448	0	SENTRY	LR_MULTI_LAUNCHER5_X2							
MISSILE_EMPLACEMENT	3	1000	204	12.2448	0	SENTRY	LR_MULTI_LAUNCHER5_X2							
MISSILE_EMPLACEMENT	2	1000	204	9.9397	0	TURRET	LR_AUTO_CANNON_X2							
														
MACHINES														
//CONSTRUCTOR	1	1	600	580	9.935	DOZER								
AGGRESSOR	1	1	600.052	239.081	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	440.199	219.76	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	760	160.427	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	201.259	279.394	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	1000.13	239.217	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	360.949	239.682	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	945.583	177.144	9.935	GRUNT	R_BOLTER							
														
//TO	RED	POD												
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	ADMINISTRATOR	500	500											
														
//ALLY														
ALLY	GREEN													
ALLY	YELLOW													
														
//VIRTUAL_BEACON	LEVEL_3_BEACON													
NBMU	800													
NORE	0													
ENDRACE														
														
//----------------------------------------GREEN														
														
RACE	GREEN	data/m_cont_g.spl												
//ANNEX	CENTRAL	ROOM												
CAMERA_POS	760	600	150	-90	41	90	ZENITH							
CONSTRUCTIONS														
//POD	1	970.157	460	9.935	-270	T_ION_ORBITAL_CANNON								
//UPSIDE	DOWN	TO	AVOID	BOTTLENECK,	BUT	LOCATOR	THEN	DIDNT	BOTHER	WORKING!				
POD	1	970.157	460	9.935	-270	T_ION_ORBITAL_CANNON								
														
//FIRST	FACTORY	SOUTH	OF	POD,	THEN	DEFEND	SOUTH							
FACTORY	3	958.994	803.209	9.935	-90	MILITARY	REBUILD							
MISSILE_EMPLACEMENT	3	920.148	820.752	9.93994	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	902.351	601.082	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	2	906.668	830.957	9.94339	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	933.665	831.582	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
														
//THEN	DEFEND	NORTH												
//FACTORY	1	881.817	397.393	9.935	-270	CIVILIAN	REBUILD							
MISSILE_EMPLACEMENT	3	924.171	304.548	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	920.12	377.48	9.94004	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	2	907.257	365.344	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	934.709	365.345	9.942	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
														
//SECURE	THE	MAIN	ROOM											
														
MACHINES														
AGGRESSOR	1	1	919.952	399.529	9.93518	GRUNT	R_BOLTER							
AGGRESSOR	1	1	920.291	800.828	9.93531	GRUNT	R_BOLTER							
AGGRESSOR	1	1	922.872	600.924	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	560.492	480.46	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	480.62	640.582	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	640.654	720.916	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	720.845	600.177	9.935	GRUNT	R_BOLTER							
														
//TO	RED	POD												
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	ADMINISTRATOR	500	500											
														
//ALLY														
ALLY	BLUE													
ALLY	YELLOW													
														
//VIRTUAL_BEACON	LEVEL_3_BEACON													
NBMU	3000													
NORE	0													
ENDRACE														
														
//----------------------------------------YELLOW														
														
RACE	YELLOW	data/m_cont_y.spl												
//FORTIFY	POSTION													
CAMERA_POS	600	760	150	-90	41	90	ZENITH							
CONSTRUCTIONS														
POD	1	488.886	1041.28	9.935	-90	T_ION_ORBITAL_CANNON								
														
//TURRETS	SEPERATED	BECAUSE	CONSTRUCTORS	IN	EACH	OTHERS	WAY							
MISSILE_EMPLACEMENT	2	448.756	1016.16	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	448.756	983.623	9.94328	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	3	462.543	1000.74	9.93972	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	600.621	859.06	9.94023	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	735.804	1000.95	9.935	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	2	748.96	1023.32	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	748.282	979.601	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	587.742	847.218	9.935	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
MISSILE_EMPLACEMENT	2	613.837	847.897	9.94296	0	TURRET	LR_AUTO_CANNON_X2	REBUILD						
														
//DEFEND	SECOND	ROOM												
MISSILE_EMPLACEMENT	3	920.592	933.275	9.9402	0	SENTRY	LR_MULTI_LAUNCHER5_X2	REBUILD						
MISSILE_EMPLACEMENT	3	600.854	859.762	9.94032	0	SENTRY	LR_MULTI_LAUNCHER5_X2							
MISSILE_EMPLACEMENT	3	463.478	1001.85	9.93931	0	SENTRY	LR_MULTI_LAUNCHER5_X2							
														
MACHINES														
AGGRESSOR	1	1	420.765	1000.1	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	719.805	1000.8	9.93507	GRUNT	R_BOLTER							
AGGRESSOR	1	1	600.913	873.364	9.93749	GRUNT	R_BOLTER							
AGGRESSOR	1	1	320.11	1000.53	9.93504	GRUNT	R_BOLTER							
AGGRESSOR	1	1	879.856	1000.53	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	563.166	1036.91	9.935	GRUNT	R_BOLTER							
AGGRESSOR	1	1	712.64	887.961	9.935	GRUNT	R_BOLTER							
														
//TO	RED	POD												
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	AGGRESSOR	500	500											
ASSEMBLY	ADMINISTRATOR	500	500											
														
//ALLY														
ALLY	GREEN													
ALLY	BLUE													
														
//VIRTUAL_BEACON	LEVEL_3_BEACON													
NBMU	800													
NORE	0													
ENDRACE														
														
RESEARCH_ITEMS	data/default.rsi	data/lowtech.rsi	data/medtech.rsi	data/hightech.rsi										
ENDRESEARCH_ITEMS
</code></pre>
]]></description><link>http://wiredforwar.org/post/212</link><guid isPermaLink="true">http://wiredforwar.org/post/212</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Tue, 31 Mar 2015 22:37:13 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 22:01:31 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a></p>
<p dir="auto">Ah yeah. Sorry. I often use the wrong words in the wrong locations.</p>
]]></description><link>http://wiredforwar.org/post/207</link><guid isPermaLink="true">http://wiredforwar.org/post/207</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Tue, 31 Mar 2015 22:01:31 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 22:00:36 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a><br />
Oh you mean mineral deposits. I thought we were talking about spy mines. Oops.</p>
]]></description><link>http://wiredforwar.org/post/206</link><guid isPermaLink="true">http://wiredforwar.org/post/206</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Tue, 31 Mar 2015 22:00:36 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 22:02:00 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a> said:</p>
<blockquote>
<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> said:</p>
<blockquote>
<p dir="auto">Anyway. Gonna use it to scout all the mines. There are others ways but this is fun.</p>
</blockquote>
<p dir="auto">I didn't know you could do that. Does it just show it forever once you've located a mine?</p>
</blockquote>
<p dir="auto">What I do is use the scout to see all the mines on the minimap. The little toggle there allows you to switch between seeing units only, mines only or both. I then use that as a 'general guideline' on my larger maps (the very large .jpg minimap) I posted above. It's not exact, but it works.</p>
<p dir="auto"><img src="/uploads/files/upload-440c1c42-0edd-48ab-99eb-2551e7f3efda" alt="upload-776eb2ed-5958-4608-86dd-c9a27aadbb79" class=" img-fluid img-markdown" /></p>
<p dir="auto">Mine's are looking good! I'll also add in some goodies for the adventurous types.</p>
]]></description><link>http://wiredforwar.org/post/205</link><guid isPermaLink="true">http://wiredforwar.org/post/205</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Tue, 31 Mar 2015 22:02:00 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 21:57:23 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a> said:</p>
<blockquote>
<p dir="auto">Anyway. Gonna use it to scout all the mines. There are others ways but this is fun.</p>
</blockquote>
<p dir="auto">I didn't know you could do that. Does it just show it forever once you've located a mine?</p>
]]></description><link>http://wiredforwar.org/post/203</link><guid isPermaLink="true">http://wiredforwar.org/post/203</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Tue, 31 Mar 2015 21:57:23 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 21:48:04 GMT]]></title><description><![CDATA[<p dir="auto">VirtualStore seems to be a place where standard accounts store temporary files when they don't have permission to overrwrite the current folder. Try and go to the current folder, find a "compatibility files" button.<br />
If you have trouble just edit the security permissions of the Machines folder and check "Full control" for normal users. That should write files to the folder directly and not to the virtualstore.<br />
Edit: Files in the VirtualStore are used first (higher priority) before whatever's in the current folder.</p>
]]></description><link>http://wiredforwar.org/post/202</link><guid isPermaLink="true">http://wiredforwar.org/post/202</guid><dc:creator><![CDATA[Gameuser10]]></dc:creator><pubDate>Tue, 31 Mar 2015 21:48:04 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 21:35:36 GMT]]></title><description><![CDATA[<p dir="auto"><strong>INTRODUCING: BAD BOY MK 1</strong></p>
<p dir="auto"><img src="/uploads/files/upload-1aa27152-47ac-47d7-8365-43bbe2f98ba9" alt="upload-94b834b3-9489-47b6-8c74-ba1756aae2ec" class=" img-fluid img-markdown" /></p>
<p dir="auto">I'm laughing my balls of because this Geolocator has 22.000 Health, a regenerative strength of 5 Armor PER SECOND and incredible speed and manouverability. I don't know how but he actually destroyed a turret (probably self-destructed when he saw that awesomeness)</p>
<p dir="auto">Anyway. Gonna use it to scout all the mines. There are others ways but this is fun.</p>
]]></description><link>http://wiredforwar.org/post/200</link><guid isPermaLink="true">http://wiredforwar.org/post/200</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Tue, 31 Mar 2015 21:35:36 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 21:21:35 GMT]]></title><description><![CDATA[<p dir="auto"><img src="/uploads/files/upload-d15112c9-c329-4d5e-b5fb-7684eccf52a6" alt="upload-23e26fee-270a-4414-8bdd-d8139db12298" class=" img-fluid img-markdown" /></p>
<p dir="auto">Liking the look of this.</p>
<ol>
<li>Removed most of the other buildings again.</li>
<li>Centered Red Pod in middle of room.</li>
<li>All the weaponry in the middle room is Red.</li>
<li>Everything else is Green/Blue/Yellow (To make sure Red player doesn't start roaming or something.</li>
</ol>
<p dir="auto">Now I got to add the correct mines.</p>
]]></description><link>http://wiredforwar.org/post/197</link><guid isPermaLink="true">http://wiredforwar.org/post/197</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Tue, 31 Mar 2015 21:21:35 GMT</pubDate></item><item><title><![CDATA[Reply to Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015 on Tue, 31 Mar 2015 21:05:07 GMT]]></title><description><![CDATA[<p dir="auto">Stupid weird draw-distance. Does anybody know how to clear that up?</p>
<p dir="auto"><img src="/uploads/files/upload-b8597e4f-c346-427e-bb6f-d6dd33df0d58" alt="upload-e5cb135d-dc85-47f7-89e5-bd9ff8ceae37" class=" img-fluid img-markdown" /></p>
<p dir="auto">(Yes. That's very, very far away with a very large camera)</p>
<p dir="auto">Update: I'm going to use the building in the center to give  the player a nice starting base. Recycling ftw</p>
]]></description><link>http://wiredforwar.org/post/186</link><guid isPermaLink="true">http://wiredforwar.org/post/186</guid><dc:creator><![CDATA[Judas]]></dc:creator><pubDate>Tue, 31 Mar 2015 21:05:07 GMT</pubDate></item></channel></rss>