class MissionDefault
{
lives = -1;
lost = ;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
};
class Campaign
{
name = "Malden_Assault";
firstBattle = Prologue;
class Prologue
{
name = "Prologue";
cutscene = ;
firstMission = Intro;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
lost = ;
}; class Intro: MissionDefault
{
end1 = Beach_landing;
end2 = Beach_landing;
end3 = Beach_landing;
end4 = Beach_landing;
end5 = Beach_landing;
end6 = Beach_landing;
lost = Intro;
template = CC0_Campaign_Intro.abel;
};
class Beach_landing: MissionDefault
{
end1 = Take_Out_the_AAA;
end2 = Take_Out_the_AAA;
end3 = Take_Out_the_AAA;
end4 = Take_Out_the_AAA;
end5 = Take_Out_the_AAA;
end6 = Take_Out_the_AAA;
lost = Beach_landing;
template = CC1_Beach_Landing.Abel;
};
class Take_Out_the_AAA: MissionDefault
{
end1 = Prison_Break;
end2 = Prison_Break;
end3 = Prison_Break;
end4 = Prison_Break;
end5 = Prison_Break;
end6 = Prison_Break;
lost = Take_Out_the_AAA;
template = CC2_Take_out_the_AAA.Abel;
};
class Prison_Break: MissionDefault
{
end1 = Airfield_Assault;
end2 = Airfield_Assault;
end3 = Airfield_Assault;
end4 = Airfield_Assault;
end5 = Airfield_Assault;
end6 = Airfield_Assault;
lost = Prison_Break;
template = CC3_Prison_Break.Abel;
};
class Airfield_Assault: MissionDefault
{
end1 = Medivac;
end2 = Medivac;
end3 = Medivac;
end4 = Medivac;
end5 = Medivac;
end6 = Medivac;
lost = Airfield_Assault;
template = CC4_Airfield_Assault.Abel;
};
class Medivac: MissionDefault
{
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
lost = Medivac;
template = CC5_Medivac.Abel;
};
};
:hmm: