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@@ -1,50 +1,57 @@
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FirstAttackWave = { "e1", "e1", "e1", "e2", }
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SecondThirdAttackWave = { "e1", "e1", "e2", }
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MissionAccomplished = function()
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Mission.MissionOver({ player }, nil, true)
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Media.PlayMovieFullscreen("desflees.vqa")
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end
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MissionFailed = function()
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Mission.MissionOver(nil, { player }, true)
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Media.PlayMovieFullscreen("flag.vqa")
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end
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SendFirstAttackWave = function()
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for FirstAttackWaveCount = 1, 4 do
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local waveunit = Actor.Create(FirstAttackWave[FirstAttackWaveCount], { Owner = enemy, Location = AttackWaveSpawnA.Location })
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Actor.AttackMove(waveunit, PlayerBase.Location)
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end
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end
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SendSecondAttackWave = function()
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for SecondAttackWaveCount = 1, 3 do
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local waveunit = Actor.Create(SecondThirdAttackWave[SecondAttackWaveCount], { Owner = enemy, Location = AttackWaveSpawnB.Location })
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Actor.AttackMove(waveunit, PlayerBase.Location)
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end
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end
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SendThirdAttackWave = function()
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for ThirdAttackWaveCount = 1, 3 do
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local waveunit = Actor.Create(SecondThirdAttackWave[ThirdAttackWaveCount], { Owner = enemy, Location = AttackWaveSpawnC.Location })
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Actor.AttackMove(waveunit, PlayerBase.Location)
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end
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SendAttackWave = function(units, spawnPoint)
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Reinforcements.Reinforce(enemy, units, { spawnPoint }, Utils.Seconds(1), function(actor)
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actor.AttackMove(PlayerBase.Location)
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end)
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end
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WorldLoaded = function()
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player = OpenRA.GetPlayer("Nod")
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enemy = OpenRA.GetPlayer("GDI")
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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gdiObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area")
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nodObjective1 = player.AddPrimaryObjective("Capture the prison")
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nodObjective2 = player.AddSecondaryObjective("Destroy all GDI forces")
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Trigger.AfterDelay(Utils.Seconds(20), function() SendAttackWave(FirstAttackWave, AttackWaveSpawnA.Location) end)
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Trigger.AfterDelay(Utils.Seconds(50), function() SendAttackWave(SecondThirdAttackWave, AttackWaveSpawnB.Location) end)
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Trigger.AfterDelay(Utils.Seconds(100), function() SendAttackWave(SecondThirdAttackWave, AttackWaveSpawnC.Location) end)
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Trigger.OnObjectiveCompleted(player, function() Media.DisplayMessage("Objective completed") end)
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Trigger.OnObjectiveFailed(player, function() Media.DisplayMessage("Objective failed") end)
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Trigger.OnCapture(TechCenter, function()
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player.MarkCompletedObjective(nodObjective1)
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end)
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Trigger.OnKilled(TechCenter, function()
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player.MarkFailedObjective(nodObjective1)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(Utils.Seconds(2), function()
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Media.PlaySpeechNotification(player, "Win")
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Media.PlayMovieFullscreen("desflees.vqa")
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end)
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end)
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Trigger.OnPlayerLost(player, function()
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Trigger.AfterDelay(Utils.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Lose")
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Media.PlayMovieFullscreen("flag.vqa")
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end)
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end)
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Media.PlayMovieFullscreen("nod3.vqa")
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OpenRA.RunAfterDelay(25 * 20, SendFirstAttackWave)
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OpenRA.RunAfterDelay(25 * 50, SendSecondAttackWave)
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OpenRA.RunAfterDelay(25 * 100, SendThirdAttackWave)
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Actor.OnCaptured(TechCenter, MissionAccomplished)
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Actor.OnKilled(TechCenter, MissionFailed)
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end
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Tick = function()
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if Mission.RequiredUnitsAreDestroyed(player) then
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MissionFailed()
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if player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(gdiObjective)
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end
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if enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(nodObjective2)
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end
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end
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