Add an "Lonestar AI" to Fort Lonestar
This commit is contained in:
@@ -82,6 +82,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Red Alert Lua scripts", "Re
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mods\ra\maps\soviet-07\soviet07.lua = mods\ra\maps\soviet-07\soviet07.lua
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mods\ra\maps\soviet-07\soviet07.lua = mods\ra\maps\soviet-07\soviet07.lua
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mods\ra\maps\survival01\survival01.lua = mods\ra\maps\survival01\survival01.lua
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mods\ra\maps\survival01\survival01.lua = mods\ra\maps\survival01\survival01.lua
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mods\ra\maps\survival02\survival02.lua = mods\ra\maps\survival02\survival02.lua
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mods\ra\maps\survival02\survival02.lua = mods\ra\maps\survival02\survival02.lua
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mods\ra\maps\fort-lonestar\fort-lonestar-AI.lua = mods\ra\maps\fort-lonestar\fort-lonestar-AI.lua
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EndProjectSection
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EndProjectSection
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EndProject
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Dune 2000 Lua scripts", "Dune 2000 Lua scripts", "{06B1AE07-DDB0-4287-8700-A8CD9A0E652E}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Dune 2000 Lua scripts", "Dune 2000 Lua scripts", "{06B1AE07-DDB0-4287-8700-A8CD9A0E652E}"
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mods/ra/maps/fort-lonestar/fort-lonestar-AI.lua
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mods/ra/maps/fort-lonestar/fort-lonestar-AI.lua
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@@ -0,0 +1,180 @@
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AIPlayers = { }
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AIBarracks = { }
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AIDerricks = { }
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AIBaseLocation = { }
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IdlingAIActors = { }
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IdlingAISupportActors = { }
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AIOnDefense = { }
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-- It's good to start with 10 rifle man, one medic and 5 rocket soldiers
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InitialUnitsToBuild = { "e1", "e1", "e1", "e1", "e1", "medi", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3", "e3" }
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UnitsToBuild = { "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "medi" }
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ActivateAI = function(player, id)
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AIPlayers[id] = player
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Trigger.AfterDelay(0, function()
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local barracks = player.GetActorsByType("tent")
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if #barracks > 0 then
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AIBarracks[id] = barracks[1]
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AIBaseLocation[id] = barracks[1].Location + CVec.New(2, 1)
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IdlingAIActors[id] = { }
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IdlingAISupportActors[id] = { }
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InitialInfantryProduction(id, InitialUnitsToBuild)
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DefendActor(id, barracks[1])
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RepairBarracks(id)
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SellWalls(id)
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Trigger.AfterDelay(DateTime.Seconds(10), function() LookOutForCrates(id) end)
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end
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local derricks = player.GetActorsByType("oilb")
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if #derricks > 0 then
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AIDerricks[id] = derricks[1]
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DefendActor(id, derricks[1])
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end
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end)
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end
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InitialInfantryProduction = function(id, units)
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local productionComplete = AIPlayers[id].Build(units, function(actors)
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InfantryProduction(id)
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end)
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Trigger.OnProduction(AIBarracks[id], function(producer, produced)
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BuildComplete(id, produced)
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end)
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end
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InfantryProduction = function(id)
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local productionComplete = AIPlayers[id].Build({ Utils.Random(UnitsToBuild) }, function(actors)
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Trigger.AfterDelay(0, function() InfantryProduction(id) end)
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end)
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if not productionComplete then
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Trigger.AfterDelay(0, function() InfantryProduction(id) end)
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end
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end
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BuildComplete = function(id, actor)
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if actor.Type == "medi" then
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local number = #IdlingAISupportActors[id] + 1
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IdlingAISupportActors[id][number] = actor
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Trigger.OnKilled(actor, function()
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table.remove(IdlingAISupportActors[id], number)
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end)
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else
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local number = #IdlingAIActors[id] + 1
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IdlingAIActors[id][number] = actor
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Trigger.OnKilled(actor, function()
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table.remove(IdlingAIActors[id], number)
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end)
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end
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Trigger.AfterDelay(0, function() DefendActor(id, actor) end)
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end
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AttackGroupSize = 5
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SetupAttackGroup = function(id)
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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if (#IdlingAIActors[id] == 0) then
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return units
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end
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local number = Utils.RandomInteger(0, #IdlingAIActors[id]) + 1
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units[#units + 1] = IdlingAIActors[id][number]
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table.remove(IdlingAIActors[id], number)
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end
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return units
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end
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DefendActor = function(id, actorToDefend)
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if not actorToDefend or actorToDefend.IsDead or not actorToDefend.IsInWorld then
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return
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end
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Trigger.OnDamaged(actorToDefend, function(self, attacker)
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if AIOnDefense[id] or not attacker or attacker.IsDead then
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return
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end
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-- Don't try to kill something you can't kill
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if attacker.Type == "sniper.soviets" then
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return
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end
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AIOnDefense[id] = true
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local attackLoc = attacker.Location
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local defenders = SetupAttackGroup(id)
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if not defenders or #defenders == 0 then
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Trigger.AfterDelay(DateTime.Seconds(30), function() AIOnDefense[id] = false end)
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return
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end
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Utils.Do(defenders, function(unit)
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if unit.IsDead then
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return
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end
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unit.AttackMove(attackLoc)
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local home = AIBaseLocation[id]
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Trigger.OnIdle(unit, function()
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if unit.Location == home then
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IdlingAIActors[id][#IdlingAIActors[id] + 1] = unit
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Trigger.Clear(unit, "OnIdle")
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AIOnDefense[id] = false
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else
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unit.AttackMove(home)
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end
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end)
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end)
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end)
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end
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RepairBarracks = function(id)
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Trigger.OnDamaged(AIBarracks[id], function(self, attacker)
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self.StartBuildingRepairs(AIPlayers[id])
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end)
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end
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SellWalls = function(id)
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Media.DisplayMessage("Lonestar AI " .. id .. " sold its walls for better combat experience.")
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local walls = AIPlayers[id].GetActorsByType("brik")
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Utils.Do(walls, function(wall)
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wall.Destroy()
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end)
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end
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LookOutForCrates = function(id)
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Trigger.OnEnteredProximityTrigger(AIBarracks[id].CenterPosition, WDist.New(12 * 1024), function(actor)
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if actor.Type ~= "fortcrate" or #IdlingAIActors[id] == 0 then
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return
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end
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local unit = Utils.Random(IdlingAIActors[id])
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local home = AIBaseLocation[id]
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local aim = actor.Location
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if unit.IsDead then
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return
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end
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unit.AttackMove(aim)
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Trigger.OnIdle(unit, function()
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if unit.Location == aim or not actor.IsInWorld then
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unit.AttackMove(home)
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Trigger.Clear(unit, "OnIdle")
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else
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unit.AttackMove(aim)
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end
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end)
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end)
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end
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@@ -197,9 +197,13 @@ end
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WorldLoaded = function()
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WorldLoaded = function()
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soviets = Player.GetPlayer("Soviets")
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soviets = Player.GetPlayer("Soviets")
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players = { }
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players = { }
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for i = 0, 4, 1 do
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for i = 0, 4 do
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local player = Player.GetPlayer("Multi" ..i)
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local player = Player.GetPlayer("Multi" ..i)
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players[i] = player
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players[i] = player
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if players[i] and players[i].IsBot then
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ActivateAI(players[i], i)
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end
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end
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end
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Media.DisplayMessage("Defend Fort Lonestar at all costs!")
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Media.DisplayMessage("Defend Fort Lonestar at all costs!")
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@@ -25,7 +25,6 @@ Players:
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PlayerReference@Multi0:
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PlayerReference@Multi0:
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Name: Multi0
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Name: Multi0
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Playable: True
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Playable: True
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AllowBots: False
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LockTeam: True
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LockTeam: True
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Team: 1
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Team: 1
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LockFaction: True
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LockFaction: True
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@@ -35,7 +34,6 @@ Players:
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PlayerReference@Multi1:
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PlayerReference@Multi1:
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Name: Multi1
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Name: Multi1
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Playable: True
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Playable: True
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AllowBots: False
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LockTeam: True
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LockTeam: True
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Team: 1
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Team: 1
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LockFaction: True
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LockFaction: True
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@@ -45,7 +43,6 @@ Players:
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PlayerReference@Multi2:
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PlayerReference@Multi2:
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Name: Multi2
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Name: Multi2
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Playable: True
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Playable: True
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AllowBots: False
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LockTeam: True
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LockTeam: True
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Team: 1
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Team: 1
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LockFaction: True
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LockFaction: True
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@@ -55,7 +52,6 @@ Players:
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PlayerReference@Multi3:
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PlayerReference@Multi3:
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Name: Multi3
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Name: Multi3
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Playable: True
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Playable: True
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AllowBots: False
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LockTeam: True
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LockTeam: True
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Team: 1
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Team: 1
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LockFaction: True
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LockFaction: True
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@@ -27,7 +27,7 @@ World:
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FlashPaletteEffect@LIGHTNINGSTRIKE:
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FlashPaletteEffect@LIGHTNINGSTRIKE:
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Type: LightningStrike
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Type: LightningStrike
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LuaScript:
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LuaScript:
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Scripts: fort-lonestar.lua
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Scripts: fort-lonestar.lua, fort-lonestar-AI.lua
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ScriptUpgradesCache:
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ScriptUpgradesCache:
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Upgrades: invulnerability
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Upgrades: invulnerability
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MapBuildRadius:
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MapBuildRadius:
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@@ -86,6 +86,12 @@ Player:
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PlayerResources:
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PlayerResources:
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DefaultCashLocked: True
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DefaultCashLocked: True
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DefaultCash: 50
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DefaultCash: 50
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-HackyAI@RushAI:
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-HackyAI@NormalAI:
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-HackyAI@NavalAI:
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-HackyAI@TurtleAI:
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DummyAI@LonestarAI:
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Name: Lonestar AI
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^Infantry:
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^Infantry:
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Inherits@IC: ^IronCurtainable
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Inherits@IC: ^IronCurtainable
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