Resolve Lua language server diagnosed problems.
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committed by
abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -41,7 +41,7 @@ Tick = function()
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end
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ProduceUnits = function(factory, count)
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if ussr.IsProducing("e1") then
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if USSR.IsProducing("e1") then
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Trigger.AfterDelay(DateTime.Seconds(5), function() ProduceUnits(factory, count) end)
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return
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end
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@@ -53,14 +53,14 @@ ProduceUnits = function(factory, count)
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if not factory.IsDead then
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factory.IsPrimaryBuilding = true
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ussr.Build(units, function(soldiers)
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USSR.Build(units, function(soldiers)
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Utils.Do(soldiers, function(unit) IdleHunt(unit) end)
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end)
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end
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end
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SetupAlliedUnits = function()
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Tanya = Actor.Create(TanyaType, true, { Owner = player, Location = TanyaWaypoint.Location, Facing = Angle.South })
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Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = TanyaWaypoint.Location, Facing = Angle.South })
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if TanyaType == "e7.noautotarget" then
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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@@ -74,18 +74,18 @@ SetupAlliedUnits = function()
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InsertionHeli.Move(InsertionHeliExit.Location)
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InsertionHeli.Destroy()
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Trigger.OnKilled(Tanya, function() player.MarkFailedObjective(TanyaSurvive) end)
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Trigger.OnKilled(Tanya, function() Greece.MarkFailedObjective(TanyaSurvive) end)
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end
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SetupTopRightIsland = function()
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player.MarkCompletedObjective(FindAllies)
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Media.PlaySpeechNotification(player, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(player, AlliedIslandReinforcements, { AlliedIslandReinforcementsEntry.Location, IslandParadropReinforcementsDropzone.Location })
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Greece.MarkCompletedObjective(FindAllies)
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Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(Greece, AlliedIslandReinforcements, { AlliedIslandReinforcementsEntry.Location, IslandParadropReinforcementsDropzone.Location })
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SendUSSRParadrops(Angle.New(720), IslandParadropReinforcementsDropzone)
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end
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SendUSSRParadrops = function(facing, dropzone)
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local paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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local aircraft = paraproxy.TargetParatroopers(dropzone.CenterPosition, facing)
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Utils.Do(aircraft, function(a)
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@@ -98,8 +98,8 @@ SendUSSRParadrops = function(facing, dropzone)
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end
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SendUSSRTankReinforcements = function()
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local camera = Actor.Create("camera", true, { Owner = player, Location = USSRReinforcementsCameraWaypoint.Location })
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local ussrTanks = Reinforcements.Reinforce(ussr, USSRTankReinforcements, USSRTankReinforcementsWaypoints)
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local camera = Actor.Create("camera", true, { Owner = Greece, Location = USSRReinforcementsCameraWaypoint.Location })
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local ussrTanks = Reinforcements.Reinforce(USSR, USSRTankReinforcements, USSRTankReinforcementsWaypoints)
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Trigger.OnAllRemovedFromWorld(ussrTanks, function()
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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if not camera.IsDead then
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@@ -110,7 +110,7 @@ SendUSSRTankReinforcements = function()
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end
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JeepCheckpointMove = function()
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JeepCamera = Actor.Create("camera.jeep", true, { Owner = player })
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JeepCamera = Actor.Create("camera.jeep", true, { Owner = Greece })
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TeleportJeepCamera = true
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Trigger.OnIdle(Jeep, function()
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@@ -129,7 +129,7 @@ end
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JeepSuicideMove = function()
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if not JeepCamera then
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JeepCamera = Actor.Create("camera.jeep", true, { Owner = player })
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JeepCamera = Actor.Create("camera.jeep", true, { Owner = Greece })
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TeleportJeepCamera = true
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end
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@@ -156,7 +156,7 @@ AlertFirstBase = function()
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end)
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for i = 0, 2 do
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Media.PlaySoundNotification(player, "AlertBuzzer")
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Media.PlaySoundNotification(Greece, "AlertBuzzer")
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end)
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end
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ProduceUnits(ProductionBuildings[1], Utils.RandomInteger(4, 8))
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@@ -164,42 +164,42 @@ AlertFirstBase = function()
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end
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InitPlayers = function()
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player = Player.GetPlayer("Greece")
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ussr = Player.GetPlayer("USSR")
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Greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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ussr.Cash = 10000
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USSR.Cash = 10000
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end
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AddObjectives = function()
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InitObjectives(player)
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InitObjectives(Greece)
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KillBridges = AddPrimaryObjective(player, "destroy-bridges")
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TanyaSurvive = AddPrimaryObjective(player, "tanya-survive")
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FindAllies = AddSecondaryObjective(player, "find-lost-tanks")
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FreePrisoners = AddSecondaryObjective(player, "free-prisoners")
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KillBridges = AddPrimaryObjective(Greece, "destroy-bridges")
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TanyaSurvive = AddPrimaryObjective(Greece, "tanya-survive")
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FindAllies = AddSecondaryObjective(Greece, "find-lost-tanks")
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FreePrisoners = AddSecondaryObjective(Greece, "free-prisoners")
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end
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InitTriggers = function()
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Utils.Do(ussr.GetGroundAttackers(), function(unit)
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Utils.Do(USSR.GetGroundAttackers(), function(unit)
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Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
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end)
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Trigger.OnAnyKilled(Prisoners, function() player.MarkFailedObjective(FreePrisoners) end)
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Trigger.OnKilled(PrisonedMedi, function() player.MarkFailedObjective(FreePrisoners) end)
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Trigger.OnAnyKilled(Prisoners, function() Greece.MarkFailedObjective(FreePrisoners) end)
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Trigger.OnKilled(PrisonedMedi, function() Greece.MarkFailedObjective(FreePrisoners) end)
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Trigger.OnKilled(MediHideaway, function()
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if not MediFreed then
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MediFreed = true
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player.MarkFailedObjective(FreePrisoners)
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Greece.MarkFailedObjective(FreePrisoners)
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end
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end)
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Trigger.OnKilled(ExplosiveBarrel, function()
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if reinforcementsTriggered then
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if ReinforcementsTriggered then
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return
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end
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if not ExplodingBridge.IsDead then ExplodingBridge.Kill() end
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reinforcementsTriggered = true
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ReinforcementsTriggered = true
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Trigger.AfterDelay(DateTime.Seconds(1), SendUSSRTankReinforcements)
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end)
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@@ -215,19 +215,19 @@ InitTriggers = function()
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if not tank.IsDead then tank.Kill() end
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end)
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jeepTriggered = true
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JeepTriggered = true
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JeepSuicideMove()
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end)
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Utils.Do(FirstUSSRBase, function(unit)
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Trigger.OnDamaged(unit, function()
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if not baseCamera then baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location }) end
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if not BaseCamera then BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location }) end
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AlertFirstBase()
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end)
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end)
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Trigger.OnAllKilledOrCaptured(FirstUSSRBase, function()
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if baseCamera and baseCamera.IsInWorld then
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baseCamera.Destroy()
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if BaseCamera and BaseCamera.IsInWorld then
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BaseCamera.Destroy()
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end
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end)
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@@ -239,19 +239,19 @@ InitTriggers = function()
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end)
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Trigger.OnCapture(USSRRadarDome, function()
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largeCameraA = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint1.Location })
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largeCameraB = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint2.Location })
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largeCameraC = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint3.Location })
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LargeCameraA = Actor.Create("camera.verylarge", true, { Owner = Greece, Location = LargeCameraWaypoint1.Location })
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LargeCameraB = Actor.Create("camera.verylarge", true, { Owner = Greece, Location = LargeCameraWaypoint2.Location })
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LargeCameraC = Actor.Create("camera.verylarge", true, { Owner = Greece, Location = LargeCameraWaypoint3.Location })
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end)
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Trigger.OnRemovedFromWorld(USSRRadarDome, function()
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if largeCameraA and largeCameraA.IsInWorld then largeCameraA.Destroy() end
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if largeCameraB and largeCameraB.IsInWorld then largeCameraB.Destroy() end
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if largeCameraC and largeCameraC.IsInWorld then largeCameraC.Destroy() end
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if LargeCameraA and LargeCameraA.IsInWorld then LargeCameraA.Destroy() end
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if LargeCameraB and LargeCameraB.IsInWorld then LargeCameraB.Destroy() end
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if LargeCameraC and LargeCameraC.IsInWorld then LargeCameraC.Destroy() end
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end)
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Trigger.OnEnteredFootprint(TrukTriggerArea, function(a, id)
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if a.Owner == player and not trukTriggered then
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trukTriggered = true
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if a.Owner == Greece and not TrukTriggered then
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TrukTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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if USSRTruk.IsDead then
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@@ -262,7 +262,7 @@ InitTriggers = function()
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if USSRTruk.Location == BaseCameraWaypoint.Location then
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Trigger.ClearAll(USSRTruk)
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local driver = Actor.Create("e1", true, { Owner = ussr, Location = USSRTruk.Location })
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local driver = Actor.Create("e1", true, { Owner = USSR, Location = USSRTruk.Location })
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if not PGuard5.IsDead then
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driver.AttackMove(PGuard5.Location)
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else
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@@ -276,57 +276,57 @@ InitTriggers = function()
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end
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end)
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Trigger.OnEnteredProximityTrigger(BaseCameraWaypoint.CenterPosition, WDist.New(7 * 1024), function(a, id)
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if a.Type == "truk" and not baseCamera then
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if a.Type == "truk" and not BaseCamera then
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Trigger.RemoveProximityTrigger(id)
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baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
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BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
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end
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end)
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end
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end)
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Trigger.OnEnteredFootprint(FreeMediTriggerArea, function(a, id)
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if a.Owner == player and not MediFreed then
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if a.Owner == Greece and not MediFreed then
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MediFreed = true
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Trigger.RemoveFootprintTrigger(id)
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Reinforcements.Reinforce(player, { "medi" }, { MediSpawnpoint.Location, MediRallypoint.Location })
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Reinforcements.Reinforce(Greece, { "medi" }, { MediSpawnpoint.Location, MediRallypoint.Location })
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end
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end)
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Trigger.OnEnteredFootprint(CameraTriggerArea, function(a, id)
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if a.Owner == player and not baseCamera then
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if a.Owner == Greece and not BaseCamera then
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Trigger.RemoveFootprintTrigger(id)
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baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
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BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
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end
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end)
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Trigger.OnEnteredFootprint(BeachTriggerArea, function(a, id)
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if a.Owner == player and not beachTransportTriggered then
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beachTransportTriggered = true
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if a.Owner == Greece and not BeachTransportTriggered then
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BeachTransportTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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SetupTopRightIsland()
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end
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end)
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Trigger.OnEnteredFootprint(ParadropTriggerArea, function(a, id)
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if a.Owner == player and a.Type ~= "jeep.mission" and not paradropsTriggered then
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paradropsTriggered = true
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if a.Owner == Greece and a.Type ~= "jeep.mission" and not ParadropsTriggered then
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ParadropsTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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SendUSSRParadrops(Angle.New(216), ParadropReinforcementsDropzone)
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end
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end)
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Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
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if a.Owner == player and not reinforcementsTriggered then
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reinforcementsTriggered = true
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if a.Owner == Greece and not ReinforcementsTriggered then
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ReinforcementsTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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Trigger.AfterDelay(DateTime.Seconds(1), SendUSSRTankReinforcements)
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end
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end)
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Trigger.OnEnteredFootprint(Barracks3TriggerArea, function(a, id)
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if a.Owner == player and not Barracks3Producing then
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if a.Owner == Greece and not Barracks3Producing then
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Barracks3Producing = true
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Trigger.RemoveFootprintTrigger(id)
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ProduceUnits(ProductionBuildings[3], Utils.RandomInteger(2, 5))
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end
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end)
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Trigger.OnEnteredFootprint(JeepTriggerArea, function(a, id)
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if a.Owner == player and not jeepTriggered then
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jeepTriggered = true
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if a.Owner == Greece and not JeepTriggered then
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JeepTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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JeepCheckpointMove()
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end
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@@ -345,12 +345,12 @@ InitTriggers = function()
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ExplodingBridge = bridges[1]
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Trigger.OnAllKilled(bridges, function()
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player.MarkCompletedObjective(KillBridges)
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player.MarkCompletedObjective(TanyaSurvive)
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Greece.MarkCompletedObjective(KillBridges)
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Greece.MarkCompletedObjective(TanyaSurvive)
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-- The medic is freed once his guard is dead
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if MediFreed and MediGuard.IsDead and EngisFreed then
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player.MarkCompletedObjective(FreePrisoners)
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Greece.MarkCompletedObjective(FreePrisoners)
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end
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end)
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end)
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