Resolve Lua language server diagnosed problems.
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abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -83,13 +83,13 @@ end
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Attack = 0
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ProduceInfantry = function()
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if SovietBarracks.IsDead or SovietBarracks.Owner ~= ussr then
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if SovietBarracks.IsDead or SovietBarracks.Owner ~= USSR then
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return
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end
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Attack = Attack + 1
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local toBuild = Utils.Random(InfTypes)
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ussr.Build(toBuild, function(units)
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USSR.Build(toBuild, function(units)
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if Attack == 2 and not AttackTnk1.IsDead then
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units[#units + 1] = AttackTnk1
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elseif Attack == 4 and not AttackTnk2.IsDead then
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@@ -102,10 +102,10 @@ ProduceInfantry = function()
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end
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ProduceVehicles = function()
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if WeaponsFactory.IsDead or WeaponsFactory.Owner ~= ussr then
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if WeaponsFactory.IsDead or WeaponsFactory.Owner ~= USSR then
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return
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end
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ussr.Build(VehicleTypes, function(units)
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USSR.Build(VehicleTypes, function(units)
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Utils.Do(units, function(unit)
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if unit.Type ~= "harv" then
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IdlingTanks[#IdlingTanks + 1] = unit
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@@ -115,18 +115,18 @@ ProduceVehicles = function()
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end
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ProduceNaval = function()
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if not shouldProduce and #Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.Type == "syrd" end) < 1 then
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if not ShouldProduce and #Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.Type == "syrd" end) < 1 then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceNaval)
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return
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end
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shouldProduce = true
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ShouldProduce = true
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if SubPen.IsDead or SubPen.Owner ~= ussr then
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if SubPen.IsDead or SubPen.Owner ~= USSR then
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return
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end
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ussr.Build(WaterAttackTypes, function(units)
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USSR.Build(WaterAttackTypes, function(units)
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Utils.Do(units, function(unit)
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IdlingNavalUnits[#IdlingNavalUnits + 1] = unit
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end)
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@@ -141,11 +141,11 @@ ProduceNaval = function()
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end
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ProduceAircraft = function()
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if Airfield.IsDead or Airfield.Owner ~= ussr then
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if Airfield.IsDead or Airfield.Owner ~= USSR then
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return
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end
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ussr.Build(SovietAircraftType, function(units)
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USSR.Build(SovietAircraftType, function(units)
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local yak = units[1]
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Yaks[#Yaks + 1] = yak
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@@ -154,7 +154,7 @@ ProduceAircraft = function()
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Trigger.AfterDelay(DateTime.Seconds(BuildDelays), ProduceAircraft)
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end
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InitializeAttackAircraft(yak, player)
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InitializeAttackAircraft(yak, Greece)
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end)
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end
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@@ -185,7 +185,7 @@ end
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WTransWaves = function()
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local way = Utils.Random(WTransWays)
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local units = Utils.Random(WTransUnits)
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local attackUnits = Reinforcements.ReinforceWithTransport(ussr, "lst", units , way, { way[2], way[1] })[2]
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local attackUnits = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2]
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Utils.Do(attackUnits, function(a)
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Trigger.OnAddedToWorld(a, function()
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a.AttackMove(UnitBStopLocation.Location)
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@@ -95,41 +95,41 @@ InitialSovietPatrols = function()
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end
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InitialAlliedReinforcements = function()
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local camera = Actor.Create("Camera", true, { Owner = player, Location = DefaultCameraPosition.Location })
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local camera = Actor.Create("Camera", true, { Owner = Greece, Location = DefaultCameraPosition.Location })
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Trigger.AfterDelay(DateTime.Seconds(30), camera.Destroy)
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Reinforcements.Reinforce(player, AlliedReinforcementsA, { AlliedEntry1.Location, UnitBStopLocation.Location }, 2)
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Reinforcements.Reinforce(Greece, AlliedReinforcementsA, { AlliedEntry1.Location, UnitBStopLocation.Location }, 2)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Reinforcements.Reinforce(player, AlliedReinforcementsB, { AlliedEntry2.Location, UnitAStopLocation.Location }, 2)
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Reinforcements.Reinforce(Greece, AlliedReinforcementsB, { AlliedEntry2.Location, UnitAStopLocation.Location }, 2)
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Reinforcements.Reinforce(player, { "mcv" }, { AlliedEntry3.Location, MCVStopLocation.Location })
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Reinforcements.Reinforce(Greece, { "mcv" }, { AlliedEntry3.Location, MCVStopLocation.Location })
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end)
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end
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CaptureRadarDome = function()
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Trigger.OnKilled(RadarDome, function()
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player.MarkFailedObjective(CaptureRadarDomeObj)
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Greece.MarkFailedObjective(CaptureRadarDomeObj)
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end)
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Trigger.OnCapture(RadarDome, function()
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player.MarkCompletedObjective(CaptureRadarDomeObj)
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Greece.MarkCompletedObjective(CaptureRadarDomeObj)
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Utils.Do(SovietTechLabs, function(a)
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if a.IsDead then
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return
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end
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Beacon.New(player, a.CenterPosition)
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Beacon.New(Greece, a.CenterPosition)
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if Difficulty ~= "hard" then
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Actor.Create("TECH.CAM", true, { Owner = player, Location = a.Location + CVec.New(1, 1) })
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Actor.Create("TECH.CAM", true, { Owner = Greece, Location = a.Location + CVec.New(1, 1) })
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end
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end)
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Media.DisplayMessage(UserInterface.Translate("soviet-tech-centers-discovered"))
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if Difficulty == "easy" then
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Actor.Create("Camera", true, { Owner = player, Location = Weapcam.Location })
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Actor.Create("Camera", true, { Owner = Greece, Location = Weapcam.Location })
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end
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end)
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end
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@@ -137,14 +137,14 @@ end
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InfiltrateTechCenter = function()
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Utils.Do(SovietTechLabs, function(a)
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Trigger.OnInfiltrated(a, function()
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if infiltrated then
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if Infiltrated then
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return
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end
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infiltrated = true
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DestroySovietsObj = AddPrimaryObjective(player, "destroy-soviet-buildings-units")
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player.MarkCompletedObjective(InfiltrateTechCenterObj)
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Infiltrated = true
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DestroySovietsObj = AddPrimaryObjective(Greece, "destroy-soviet-buildings-units")
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Greece.MarkCompletedObjective(InfiltrateTechCenterObj)
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local Proxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local Proxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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Utils.Do(ParadropWaypoints[Difficulty], function(waypoint)
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Proxy.TargetParatroopers(waypoint.CenterPosition, Angle.South)
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end)
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@@ -152,37 +152,37 @@ InfiltrateTechCenter = function()
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end)
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Trigger.OnCapture(a, function()
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if not infiltrated then
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if not Infiltrated then
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Media.DisplayMessage(UserInterface.Translate("dont-capture-tech-centers"))
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end
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end)
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end)
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Trigger.OnAllKilledOrCaptured(SovietTechLabs, function()
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if not player.IsObjectiveCompleted(InfiltrateTechCenterObj) then
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player.MarkFailedObjective(InfiltrateTechCenterObj)
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if not Greece.IsObjectiveCompleted(InfiltrateTechCenterObj) then
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Greece.MarkFailedObjective(InfiltrateTechCenterObj)
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end
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end)
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end
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Tick = function()
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if DateTime.GameTime > DateTime.Seconds(10) and player.HasNoRequiredUnits() then
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player.MarkFailedObjective(InfiltrateTechCenterObj)
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if DateTime.GameTime > DateTime.Seconds(10) and Greece.HasNoRequiredUnits() then
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Greece.MarkFailedObjective(InfiltrateTechCenterObj)
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end
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if DestroySovietsObj and ussr.HasNoRequiredUnits() then
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player.MarkCompletedObjective(DestroySovietsObj)
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if DestroySovietsObj and USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(DestroySovietsObj)
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end
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end
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WorldLoaded = 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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InitObjectives(player)
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InitObjectives(Greece)
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InfiltrateTechCenterObj = AddPrimaryObjective(player, "infiltrate-tech-center-spy")
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CaptureRadarDomeObj = AddSecondaryObjective(player, "capture-radar-shore")
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InfiltrateTechCenterObj = AddPrimaryObjective(Greece, "infiltrate-tech-center-spy")
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CaptureRadarDomeObj = AddSecondaryObjective(Greece, "capture-radar-shore")
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Camera.Position = DefaultCameraPosition.CenterPosition
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@@ -196,9 +196,9 @@ WorldLoaded = function()
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end)
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Trigger.OnEnteredProximityTrigger(SovietMiniBaseCam.CenterPosition, WDist.New(1024 * 6), function(a, id)
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if a.Owner == player then
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if a.Owner == Greece then
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Trigger.RemoveProximityTrigger(id)
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local cam = Actor.Create("Camera", true, { Owner = player, Location = SovietMiniBaseCam.Location })
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local cam = Actor.Create("Camera", true, { Owner = Greece, Location = SovietMiniBaseCam.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), cam.Destroy)
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end
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end)
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