Improve AI response in Nod03b
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@@ -26,15 +26,15 @@ Players:
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Faction: gdi
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PlayerReference@GDI:
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Name: GDI
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Bot: campaign
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Faction: gdi
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Color: F5D378
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Allies: GDI
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Enemies: Nod
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Bot: campaign
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PlayerReference@Nod:
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Name: Nod
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Playable: True
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AllowBots: False
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Playable: True
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Required: True
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LockFaction: True
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Faction: nod
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@@ -121,8 +121,8 @@ Actors:
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Actor89: e1
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Location: 19,21
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Owner: GDI
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Facing: 512
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SubCell: 1
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Facing: 512
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Actor90: e1
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Location: 30,43
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Owner: GDI
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@@ -324,22 +324,22 @@ Actors:
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Actor50: t18
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Location: 13,37
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Owner: Neutral
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Actor51: silo
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Base4: silo
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Location: 23,17
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Owner: GDI
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Actor52: silo
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Base1: silo
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Location: 18,17
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Owner: GDI
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Actor53: pyle
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Base3: pyle
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Location: 23,19
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Owner: GDI
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Actor54: nuke
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Base5: nuke
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Location: 25,17
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Owner: GDI
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Actor55: fact
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Base6: fact
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Location: 27,17
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Owner: GDI
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Actor56: gtwr
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Base7: gtwr
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Location: 18,23
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Owner: GDI
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Actor57: v20
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@@ -360,7 +360,7 @@ Actors:
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Actor62: v19
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Location: 28,41
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Owner: Neutral
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Actor63: proc
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Base2: proc
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Location: 20,17
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Owner: GDI
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Actor65: v19
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@@ -372,7 +372,7 @@ Actors:
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Actor68: v19
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Location: 29,42
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Owner: Neutral
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Actor72: jeep
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Humvee1: jeep
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Location: 28,21
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Owner: GDI
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Facing: 512
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@@ -384,7 +384,7 @@ Actors:
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Location: 32,36
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Owner: GDI
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Facing: 384
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Actor75: jeep
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Humvee2: jeep
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Location: 29,21
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Owner: GDI
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Facing: 512
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@@ -12,23 +12,26 @@ Engineers = { "e6", "e6", "e6" }
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FirstAttackWaveUnits = { "e1", "e1", "e2" }
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SecondAttackWaveUnits = { "e1", "e1", "e1" }
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ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
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GDIBase = { Base1, Base2, Base3, Base4, Base5, Base6, Base7 }
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Humvees = { Humvee1, Humvee2 }
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HumveeFootprint = { CPos.New(22,26), CPos.New(23,26), CPos.New(24,26), CPos.New(34,25), CPos.New(35,25) }
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SendAttackWave = function(units, action)
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Reinforcements.Reinforce(GDI, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action)
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end
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FirstAttackWave = function(soldier)
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soldier.Move(WP2.Location)
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soldier.Move(WP3.Location)
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soldier.Move(WP4.Location)
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soldier.AttackMove(WP2.Location)
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soldier.AttackMove(WP3.Location)
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soldier.AttackMove(WP4.Location)
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soldier.AttackMove(PlayerBase.Location)
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end
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SecondAttackWave = function(soldier)
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soldier.Move(WP5.Location)
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soldier.Move(WP6.Location)
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soldier.Move(WP7.Location)
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soldier.Move(WP9.Location)
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soldier.AttackMove(WP5.Location)
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soldier.AttackMove(WP6.Location)
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soldier.AttackMove(WP7.Location)
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soldier.AttackMove(WP9.Location)
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soldier.AttackMove(PlayerBase.Location)
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end
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@@ -62,6 +65,29 @@ WorldLoaded = function()
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Trigger.AfterDelay(DateTime.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end)
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Trigger.AfterDelay(DateTime.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end)
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Trigger.AfterDelay(DateTime.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end)
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local humveeTriggered
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Trigger.OnEnteredFootprint(HumveeFootprint, function(actor, id)
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if actor.Owner == Nod and not humveeTriggered then
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Trigger.RemoveFootprintTrigger(id)
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humveeTriggered = true
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Utils.Do(Humvees, function(a)
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if not a.IsDead then
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IdleHunt(a)
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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.OnAnyKilled(GDIBase, function()
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if not BaseAttacked then
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BaseAttacked = true
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Utils.Do(GDI.GetGroundAttackers(), function(unit)
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IdleHunt(unit)
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end)
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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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