Add paratroopers to Fort Lonestar
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@@ -11,6 +11,8 @@ ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4 }
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SpawnPoints = { Spawn1, Spawn2, Spawn3, Spawn4 }
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Snipers = { Sniper1, Sniper2, Sniper3, Sniper4, Sniper5, Sniper6, Sniper7, Sniper8, Sniper9, Sniper10, Sniper11, Sniper12 }
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ParaChance = 30
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Wave = 0
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Waves =
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{
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@@ -56,7 +58,21 @@ SendWave = function()
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end)
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if (Wave < #Waves) then
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SendWave()
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if Utils.RandomInteger(1, 100) < ParaChance then
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local units = ParaProxy.SendParatroopers(Utils.Random(ParadropWaypoints).CenterPosition)
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function(a)
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if a.IsInWorld then
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a.Hunt()
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end
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end)
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end)
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local delay = Utils.RandomInteger(DateTime.Seconds(20), DateTime.Seconds(45))
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Trigger.AfterDelay(delay, SendWave)
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else
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SendWave()
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end
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else
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Trigger.AfterDelay(DateTime.Minutes(2), SovietsRetreating)
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Media.DisplayMessage("You almost survived the onslaught! No more waves incoming.")
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@@ -95,5 +111,6 @@ WorldLoaded = function()
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Media.DisplayMessage("Defend Fort Lonestar at all costs!")
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ParaProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
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SendWave()
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end
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@@ -714,6 +714,9 @@ Rules:
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Actor: MIG.Husk
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RenderSprites:
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Image: mig
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powerproxy.paratroopers:
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ParatroopersPower:
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DropItems: E1,E1,E1,E1,E2,E2
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SILO:
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Buildable:
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Prerequisites: ~disabled
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