Fix the expansion mcv in soviet05 being transported off the map
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@@ -6,6 +6,7 @@
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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CheckForBase = function()
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baseBuildings = Map.ActorsInBox(Map.TopLeft, CFBPoint.CenterPosition, function(actor)
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return actor.Type == "fact" or actor.Type == "powr"
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@@ -75,32 +76,29 @@ RunInitialActivities = function()
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end
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Expand = function()
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if ExpansionCheck then
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return
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elseif mcvtransport.IsDead then
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return
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elseif mcvGG.IsDead then
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if ExpansionCheck or mcvtransport.IsDead or mcvGG.IsDead then
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return
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end
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mcvGG.Move(mcvGGLoadPoint.Location)
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mcvtransport.Move(lstBeachPoint.Location)
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ExpansionCheck = true
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Trigger.ClearAll(mcvGG)
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Trigger.ClearAll(mcvtransport)
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Media.DisplayMessage("Allied MCV detected moving to the island.")
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Reinforcements.Reinforce(GoodGuy, { "dd", "dd" }, ShipArrivePath, 0, function(ddsquad)
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ddsquad.AttackMove(NearExpPoint.Location) end)
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ExpansionCheck = true
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Trigger.ClearAll(mcvGG)
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Trigger.ClearAll(mcvtransport)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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if mcvtransport.IsDead then
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return
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elseif mcvGG.IsDead then
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mcvtransport.Move(lstBeachPoint.Location)
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mcvGG.Move(mcvGGLoadPoint.Location)
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mcvGG.EnterTransport(mcvtransport)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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if mcvtransport.IsDead or mcvGG.IsDead then
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return
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end
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mcvGG.EnterTransport(mcvtransport)
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mcvtransport.Move(GGUnloadPoint.Location)
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mcvtransport.UnloadPassengers()
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Trigger.AfterDelay(DateTime.Seconds(12), function()
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