Split mission.lua into mission.lua, reinforcements.lua and supportpowers.lua. Fixes #4204
This commit is contained in:
@@ -172,3 +172,5 @@ LuaScripts:
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mods/ra/lua/team.lua
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mods/ra/lua/media.lua
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mods/ra/lua/mission.lua
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mods/ra/lua/reinforcements.lua
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mods/ra/lua/supportpowers.lua
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@@ -152,3 +152,5 @@ LuaScripts:
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mods/ra/lua/team.lua
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mods/ra/lua/media.lua
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mods/ra/lua/mission.lua
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mods/ra/lua/reinforcements.lua
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mods/ra/lua/supportpowers.lua
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@@ -1,87 +1,5 @@
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Mission = { }
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Mission.PerformHelicopterInsertion = function(owner, helicopterName, passengerNames, enterPosition, unloadPosition, exitPosition)
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local facing = { Map.GetFacing(WPos.op_Subtraction(unloadPosition, enterPosition), 0), "Int32" }
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local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
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local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
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local cargo = Actor.Trait(heli, "Cargo")
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local passengers = { }
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for i, passengerName in ipairs(passengerNames) do
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local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner })
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cargo:Load(heli, passenger)
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passengers[i] = passenger
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end
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Actor.HeliFly(heli, unloadPosition)
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Actor.Turn(heli, 0)
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Actor.HeliLand(heli, true)
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Actor.UnloadCargo(heli, true)
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Actor.Wait(heli, 125)
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Actor.HeliFly(heli, exitPosition)
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Actor.RemoveSelf(heli)
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return heli, passengers
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end
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Mission.PerformHelicopterExtraction = function(owner, helicopterName, passengers, enterPosition, loadPosition, exitPosition)
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local facing = { Map.GetFacing(WPos.op_Subtraction(loadPosition, enterPosition), 0), "Int32" }
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local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
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local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
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local cargo = Actor.Trait(heli, "Cargo")
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Actor.HeliFly(heli, loadPosition)
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Actor.Turn(heli, 0)
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Actor.HeliLand(heli, true)
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Actor.WaitFor(heli, function()
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for i, passenger in ipairs(passengers) do
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if not cargo.Passengers:Contains(passenger) then
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return false
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end
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end
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return true
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end)
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Actor.Wait(heli, 125)
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Actor.HeliFly(heli, exitPosition)
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Actor.RemoveSelf(heli)
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return heli
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end
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Mission.Reinforce = function(owner, reinforcementNames, enterLocation, rallyPointLocation, interval, onCreateFunc)
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local facing = { Map.GetFacing(CPos.op_Subtraction(rallyPointLocation, enterLocation), 0), "Int32" }
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local ret = { }
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for i = 1, #reinforcementNames do
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local reinforcement = Actor.Create(reinforcementNames[i], { AddToWorld = false, Owner = owner, Location = enterLocation, Facing = facing })
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table.insert(ret, reinforcement)
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OpenRA.RunAfterDelay((i - 1) * interval, function()
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World:Add(reinforcement)
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Actor.MoveNear(reinforcement, rallyPointLocation, 2)
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if onCreateFunc ~= nil then
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onCreateFunc(reinforcement)
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end
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end)
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end
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return ret
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end
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Mission.Parabomb = function(owner, planeName, enterLocation, bombLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(bombLocation, enterLocation), 0), "Int32" }
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local altitude = { Actor.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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Actor.Trait(plane, "AttackBomber"):SetTarget(bombLocation.CenterPosition)
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Actor.Fly(plane, bombLocation.CenterPosition)
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Actor.FlyOffMap(plane)
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Actor.RemoveSelf(plane)
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end
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Mission.Paradrop = function(owner, planeName, passengerNames, enterLocation, dropLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(dropLocation, enterLocation), 0), "Int32" }
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local altitude = { Actor.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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Actor.FlyAttackCell(plane, dropLocation)
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Actor.Trait(plane, "ParaDrop"):SetLZ(dropLocation)
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local cargo = Actor.Trait(plane, "Cargo")
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for i, passengerName in ipairs(passengerNames) do
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cargo:Load(plane, Actor.Create(passengerName, { AddToWorld = false, Owner = owner }))
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end
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end
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Mission.MissionOver = function(winners, losers, setWinStates)
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World:SetLocalPauseState(true)
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World:set_PauseStateLocked(true)
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61
mods/ra/lua/reinforcements.lua
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61
mods/ra/lua/reinforcements.lua
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@@ -0,0 +1,61 @@
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Reinforcements = { }
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Reinforcements.PerformHelicopterInsertion = function(owner, helicopterName, passengerNames, enterPosition, unloadPosition, exitPosition)
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local facing = { Map.GetFacing(WPos.op_Subtraction(unloadPosition, enterPosition), 0), "Int32" }
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local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
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local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
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local cargo = Actor.Trait(heli, "Cargo")
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local passengers = { }
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for i, passengerName in ipairs(passengerNames) do
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local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner })
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cargo:Load(heli, passenger)
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passengers[i] = passenger
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end
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Actor.HeliFly(heli, unloadPosition)
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Actor.Turn(heli, 0)
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Actor.HeliLand(heli, true)
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Actor.UnloadCargo(heli, true)
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Actor.Wait(heli, 125)
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Actor.HeliFly(heli, exitPosition)
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Actor.RemoveSelf(heli)
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return heli, passengers
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end
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Reinforcements.PerformHelicopterExtraction = function(owner, helicopterName, passengers, enterPosition, loadPosition, exitPosition)
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local facing = { Map.GetFacing(WPos.op_Subtraction(loadPosition, enterPosition), 0), "Int32" }
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local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
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local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
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local cargo = Actor.Trait(heli, "Cargo")
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Actor.HeliFly(heli, loadPosition)
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Actor.Turn(heli, 0)
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Actor.HeliLand(heli, true)
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Actor.WaitFor(heli, function()
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for i, passenger in ipairs(passengers) do
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if not cargo.Passengers:Contains(passenger) then
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return false
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end
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end
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return true
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end)
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Actor.Wait(heli, 125)
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Actor.HeliFly(heli, exitPosition)
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Actor.RemoveSelf(heli)
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return heli
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end
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Reinforcements.Reinforce = function(owner, reinforcementNames, enterLocation, rallyPointLocation, interval, onCreateFunc)
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local facing = { Map.GetFacing(CPos.op_Subtraction(rallyPointLocation, enterLocation), 0), "Int32" }
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local ret = { }
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for i = 1, #reinforcementNames do
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local reinforcement = Actor.Create(reinforcementNames[i], { AddToWorld = false, Owner = owner, Location = enterLocation, Facing = facing })
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table.insert(ret, reinforcement)
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OpenRA.RunAfterDelay((i - 1) * interval, function()
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World:Add(reinforcement)
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Actor.MoveNear(reinforcement, rallyPointLocation, 2)
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if onCreateFunc ~= nil then
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onCreateFunc(reinforcement)
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end
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end)
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end
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return ret
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end
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23
mods/ra/lua/supportpowers.lua
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23
mods/ra/lua/supportpowers.lua
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@@ -0,0 +1,23 @@
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SupportPowers = { }
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SupportPowers.Parabomb = function(owner, planeName, enterLocation, bombLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(bombLocation, enterLocation), 0), "Int32" }
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local altitude = { Actor.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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Actor.Trait(plane, "AttackBomber"):SetTarget(bombLocation.CenterPosition)
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Actor.Fly(plane, bombLocation.CenterPosition)
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Actor.FlyOffMap(plane)
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Actor.RemoveSelf(plane)
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end
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SupportPowers.Paradrop = function(owner, planeName, passengerNames, enterLocation, dropLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(dropLocation, enterLocation), 0), "Int32" }
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local altitude = { Actor.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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Actor.FlyAttackCell(plane, dropLocation)
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Actor.Trait(plane, "ParaDrop"):SetLZ(dropLocation)
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local cargo = Actor.Trait(plane, "Cargo")
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for i, passengerName in ipairs(passengerNames) do
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cargo:Load(plane, Actor.Create(passengerName, { AddToWorld = false, Owner = owner }))
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end
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end
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@@ -13,7 +13,7 @@ CivilianWait = 150
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BaseAlertDelay = 300
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SendInsertionHelicopter = function()
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local heli, passengers = Mission.PerformHelicopterInsertion(player, InsertionHelicopterType, { TanyaType },
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local heli, passengers = Reinforcements.PerformHelicopterInsertion(player, InsertionHelicopterType, { TanyaType },
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InsertionEntry.CenterPosition, InsertionLZ.CenterPosition, InsertionEntry.CenterPosition)
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tanya = passengers[1]
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Actor.OnKilled(tanya, TanyaKilled)
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@@ -21,7 +21,7 @@ end
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SendJeeps = function()
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Media.PlaySpeechNotification("ReinforcementsArrived")
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Mission.Reinforce(player, JeepReinforcements, InsertionEntry.Location, InsertionLZ.Location, JeepInterval)
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Reinforcements.Reinforce(player, JeepReinforcements, InsertionEntry.Location, InsertionLZ.Location, JeepInterval)
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end
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RunInitialActivities = function()
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@@ -59,7 +59,7 @@ LabGuardsKilled = function()
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end
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SendExtractionHelicopter = function()
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local heli = Mission.PerformHelicopterExtraction(player, ExtractionHelicopterType, { einstein },
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local heli = Reinforcements.PerformHelicopterExtraction(player, ExtractionHelicopterType, { einstein },
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SouthReinforcementsPoint.CenterPosition, ExtractionLZ.CenterPosition, ExtractionExitPoint.CenterPosition)
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Actor.OnKilled(heli, HelicopterDestroyed)
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Actor.OnRemovedFromWorld(heli, HelicopterExtractionCompleted)
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@@ -1,5 +1,5 @@
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Reinforcements = { "e1", "e1", "e1", "jeep" }
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ReinforcementsInterval = 15
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JeepReinforcements = { "e1", "e1", "e1", "jeep" }
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JeepReinforcementsInterval = 15
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TruckNames = { "truk", "truk", "truk" }
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TruckInterval = 25
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TruckDelay = 75
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@@ -15,7 +15,7 @@ end
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SendJeepReinforcements = function()
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Media.PlaySpeechNotification("ReinforcementsArrived")
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Mission.Reinforce(player, Reinforcements, ReinforcementsEntryPoint.Location, ReinforcementsRallyPoint.Location, ReinforcementsInterval)
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Reinforcements.Reinforce(player, JeepReinforcements, ReinforcementsEntryPoint.Location, ReinforcementsRallyPoint.Location, JeepReinforcementsInterval)
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end
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RunInitialActivities = function()
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@@ -49,7 +49,7 @@ end
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SendTrucks = function()
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Media.PlaySpeechNotification("ConvoyApproaching")
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OpenRA.RunAfterDelay(TruckDelay, function()
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local trucks = Mission.Reinforce(france, TruckNames, TruckEntryPoint.Location, TruckRallyPoint.Location, TruckInterval,
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local trucks = Reinforcements.Reinforce(france, TruckNames, TruckEntryPoint.Location, TruckRallyPoint.Location, TruckInterval,
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function(truck)
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Actor.Move(truck, TruckExitPoint.Location)
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Actor.RemoveSelf(truck)
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@@ -172,3 +172,5 @@ LuaScripts:
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mods/ra/lua/team.lua
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mods/ra/lua/media.lua
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mods/ra/lua/mission.lua
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mods/ra/lua/reinforcements.lua
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mods/ra/lua/supportpowers.lua
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@@ -193,3 +193,5 @@ LuaScripts:
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mods/ra/lua/team.lua
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mods/ra/lua/media.lua
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mods/ra/lua/mission.lua
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mods/ra/lua/reinforcements.lua
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mods/ra/lua/supportpowers.lua
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