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15 — Spy on bldg @ waypt...

Sends the team at whatever stands on a waypoint, with its Infiltrate=yes infantry walking in and everything else attacking.

Editor data
Numeric ID
15
Engine ID
TMISSION_SPY
Editor name
Spy on bldg @ waypt...
Need token
NEED_WAYPOINT
Parameters
  1. Waypointwaypoint

On the turn the line starts, the team’s mission target becomes the waypoint’s cell. The line then looks for an object standing on that cell and, finding one, makes that object the target for good — so a structure caught there is followed as an object from that point on, and the cell is not consulted again.

Finding nothing there, the line does nothing whatever and repeats the same look on the next turn. Nothing else about the team changes and nothing advances it.

The team is coordinated as an attack, with one exception written into that coordination for this mission alone. An infantry member whose type is Infiltrate=yes is put on the capture mission aimed at the target; every other member is put on attack.

What happens when such a soldier arrives is settled at the structure rather than here, by the flags the soldier carries — Engineer=yes takes or repairs it, Agent=yes infiltrates it, and anything else is simply consumed. Engineer=yes and C4=yes both force Infiltrate=yes on, so an engineer team reaches the capture branch without the setting being written; a spy only reaches it where its section carries Infiltrate=yes explicitly, and shoots at the structure otherwise.

Valid values

  • A scenario waypoint. The line reads whatever object is standing on that waypoint's cell rather than searching for a structure.
Caveats
  • The map editor's own help marks this mission obsolete. It is dispatched all the same and its handling works, so a script that uses it behaves as described here.
  • Nothing about the mission is limited to spies. What separates walking in from shooting is Infiltrate=yes on the member's own type, which an engineer and a demolition type both carry without asking for it and an Agent=yes type does not.
  • A waypoint whose cell holds no object holds the team on this line indefinitely. The line does nothing at all on such a turn, and does not advance the team either, so a structure destroyed before the team arrives leaves it waiting for the rest of the match.
  • The team advances once the object it was aimed at is gone, or once no member is left that can still shoot.