Let the remaing enemy troops in Allies02 attack the player
once the base is destroyed. Does not include unit guarding the convoy path.
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@@ -17,6 +17,8 @@ TruckPath = { TruckEntryPoint.Location, TruckRallyPoint.Location }
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PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathGuard6, PathGuard7, PathGuard8, PathGuard9, PathGuard10, PathGuard11, PathGuard12, PathGuard13, PathGuard14, PathGuard15 }
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SovietBase = { SovietConyard, SovietRefinery, SovietPower1, SovietPower2, SovietSilo, SovietKennel, SovietBarracks, SovietWarfactory }
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IdlingUnits = { }
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if Map.LobbyOption("difficulty") == "easy" then
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@@ -87,6 +89,14 @@ RunInitialActivities = function()
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SendTrucks()
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end)
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Trigger.OnAllKilled(SovietBase, function()
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Utils.Do(ussr.GetGroundAttackers(), function(unit)
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if not Utils.Any(PathGuards, function(pg) return pg == unit end) then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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end)
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if InfantryTypes then
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Trigger.AfterDelay(InfantryDelay, InfantryProduction)
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end
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@@ -207,19 +207,6 @@ Actors:
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Actor56: tc03
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Location: 43,70
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Owner: Neutral
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Actor58: fact
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Location: 62,61
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Owner: USSR
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Actor59: proc
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Location: 53,62
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Owner: USSR
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FreeActor: False
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Actor60: powr
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Location: 57,62
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Owner: USSR
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Actor62: powr
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Location: 59,62
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Owner: USSR
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Actor64: brl3
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Location: 65,59
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Owner: USSR
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@@ -244,9 +231,6 @@ Actors:
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Actor71: barl
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Location: 65,62
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Owner: USSR
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Actor72: silo
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Location: 54,68
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Owner: USSR
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Actor73: brl3
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Location: 55,70
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Owner: USSR
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@@ -548,6 +532,22 @@ Actors:
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Actor170: fenc
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Location: 50,51
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Owner: USSR
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SovietConyard: fact
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Location: 62,61
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Owner: USSR
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SovietRefinery: proc
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Location: 53,62
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Owner: USSR
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FreeActor: False
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SovietPower1: powr
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Location: 57,62
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Owner: USSR
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SovietPower2: powr
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Location: 59,62
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Owner: USSR
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SovietSilo: silo
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Location: 54,68
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Owner: USSR
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SovietKennel: kenn
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Location: 58,68
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Owner: USSR
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