Merge pull request #8359 from abcdefg30/difficulty
Added two new difficulties to allies-05a
This commit is contained in:
@@ -5,6 +5,7 @@ AttackGroupSize = 6
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Barracks = { Barracks2, Barracks3 }
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Rallypoints = { VehicleRallypoint1, VehicleRallypoint2, VehicleRallypoint3, VehicleRallypoint4, VehicleRallypoint5 }
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WaterLZs = { WaterLZ1, WaterLZ2 }
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Airfields = { Airfield1, Airfield2 }
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Yaks = { }
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@@ -23,6 +24,10 @@ SetupAttackGroup = function()
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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if #IdlingUnits == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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@@ -35,19 +40,45 @@ SetupAttackGroup = function()
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end
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SendAttack = function()
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if not Attacking then
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if Attacking then
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return
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end
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Attacking = false
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HoldProduction = false
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Attacking = true
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HoldProduction = true
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local units = SetupAttackGroup()
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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local units = { }
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if SendWaterTransports and Utils.RandomInteger(0,2) == 1 then
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units = WaterAttack()
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Trigger.AfterDelay(DateTime.Minutes(1), function() Attacking = true end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() HoldProduction = true end)
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Utils.Do(units, function(unit)
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Trigger.OnAddedToWorld(unit, function()
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(20), function()
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Attacking = false
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HoldProduction = false
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end)
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else
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units = SetupAttackGroup()
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function() Attacking = false end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() HoldProduction = false end)
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end
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end
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WaterAttack = function()
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local types = { }
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for i = 1, 5, 1 do
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types[i] = Utils.Random(SovietInfantryTypes)
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end
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return Reinforcements.ReinforceWithTransport(ussr, InsertionTransport, types, { WaterTransportSpawn.Location, Utils.Random(WaterLZs).Location }, { WaterTransportSpawn.Location })[2]
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end
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ProtectHarvester = function(unit)
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@@ -113,17 +144,21 @@ InitProductionBuildings = function()
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TrainInfantry = false
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end
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end)
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end
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if not Barracks3.IsDead then
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Trigger.OnKilled(Barracks3, function() if Barracks2.IsDead then TrainInfantry = false end end)
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end
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if Barracks2.IsDead and Barracks3.IsDead then
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elseif not Barracks3.IsDead then
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Barracks3.IsPrimaryBuilding = true
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else
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TrainInfantry = false
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end
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if Map.Difficulty == "Normal" then
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if not Barracks3.IsDead then
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Trigger.OnKilled(Barracks3, function()
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if Barracks2.IsDead then
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TrainInfantry = false
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end
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end)
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end
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if Map.Difficulty ~= "Easy" then
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if not Airfield1.IsDead then
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Trigger.OnKilled(Airfield1, function()
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@@ -2,19 +2,30 @@ if Map.Difficulty == "Easy" then
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TanyaType = "e7"
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ReinforceCash = 5000
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HoldAITime = DateTime.Minutes(3)
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SpecialCameras = true
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elseif Map.Difficulty == "Normal" then
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TanyaType = "e7.noautotarget"
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ChangeStance = true
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ReinforceCash = 2250
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HoldAITime = DateTime.Minutes(2)
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SpecialCameras = true
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else
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TanyaType = "e7.noautotarget"
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ChangeStance = true
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ReinforceCash = 2500
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HoldAITime = DateTime.Minutes(2)
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ReinforceCash = 1500
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HoldAITime = DateTime.Minutes(1) + DateTime.Seconds(30)
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SendWaterTransports = true
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end
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SpyType = { "spy" }
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SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
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InsertionTransport = "lst"
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InsertionTransport = "lst.in"
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ExtractionTransport = "lst"
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TrukPath = { TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4, TrukWaypoint5, TrukWaypoint6 }
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ExtractionHeliType = "tran"
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InsertionHeliType = "tran.in"
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ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
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HeliReinforcements = { "medi", "mech", "mech" }
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GreeceReinforcements =
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{
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@@ -32,6 +43,7 @@ PatrolAPath = { PatrolRally.Location, PatrolARally1.Location, PatrolARally2.Loca
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PatrolBPath = { PatrolBRally1.Location, PatrolBRally2.Location, PatrolBRally3.Location, PatrolRally.Location }
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TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
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SpyVoice = "sking"
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SamSites = { Sam1, Sam2, Sam3, Sam4 }
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GroupPatrol = function(units, waypoints, delay)
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@@ -71,12 +83,20 @@ Tick = function()
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end
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if ussr.HasNoRequiredUnits() then
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if not greece.IsObjectiveCompleted(KillAll) and Map.Difficulty == "Real tough guy" then
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SendWaterExtraction()
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end
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greece.MarkCompletedObjective(KillAll)
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end
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if GreeceReinforcementsArrived and greece.HasNoRequiredUnits() then
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ussr.MarkCompletedObjective(ussrObj)
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end
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if ussr.Resources >= ussr.ResourceCapacity * 0.75 then
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ussr.Cash = ussr.Cash + ussr.Resources - ussr.ResourceCapacity * 0.25
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ussr.Resources = ussr.ResourceCapacity * 0.25
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end
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end
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SendReinforcements = function()
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@@ -93,18 +113,32 @@ SendReinforcements = function()
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ActivateAI()
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end
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ExtractTanya = function()
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if ExtractionHeli.IsDead or not ExtractionHeli.HasPassengers then
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ExtractUnits = function(extractionUnit, pos, after)
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if extractionUnit.IsDead or not extractionUnit.HasPassengers then
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return
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end
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ExtractionHeli.Move(CPos.New(ExtractionPath[1].X, ExtractionHeli.Location.Y))
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ExtractionHeli.Destroy()
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extractionUnit.Move(pos)
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extractionUnit.Destroy()
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Trigger.OnRemovedFromWorld(ExtractionHeli, function()
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greece.MarkCompletedObjective(mainObj)
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SendReinforcements()
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PrisonCamera.Destroy()
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Trigger.OnRemovedFromWorld(extractionUnit, after)
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end
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SendWaterExtraction = function()
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local flare = Actor.Create("flare", true, { Owner = greece, Location = SpyEntryPath[2] + CVec.New(2, 0) })
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Trigger.AfterDelay(DateTime.Seconds(5), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlareNorth")
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Camera.Position = flare.CenterPosition
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WaterExtractionTran = Reinforcements.ReinforceWithTransport(greece, ExtractionTransport, nil, SpyEntryPath)[1]
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ExtractObj = greece.AddPrimaryObjective("Get all your forces into the transport.")
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Trigger.OnKilled(WaterExtractionTran, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnAllRemovedFromWorld(greece.GetGroundAttackers(), function()
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ExtractUnits(WaterExtractionTran, SpyEntryPath[1], function()
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greece.MarkCompletedObjective(ExtractObj)
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greece.MarkCompletedObjective(surviveObj)
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end)
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end)
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end
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@@ -117,10 +151,12 @@ WarfactoryInfiltrated = function()
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Truk.Move(waypoint.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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end)
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if SpecialCameras then
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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end)
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end
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end
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MissInfiltrated = function()
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@@ -152,7 +188,21 @@ FreeTanya = function()
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Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end)
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM sites that block\nthe extraction helicopter.")
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if Map.Difficulty == "Real tough guy" then
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM Sites that block\nour reinforcements' helicopter.")
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greece.MarkCompletedObjective(mainObj)
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surviveObj = greece.AddPrimaryObjective("Tanya must not die!")
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Media.PlaySpeechNotification(greece, "TanyaRescued")
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else
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM sites that block\nthe extraction helicopter.")
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Media.PlaySpeechNotification(greece, "TargetFreed")
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end
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if not SpecialCameras then
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PrisonCamera.Destroy()
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end
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end
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SendSpy = function()
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@@ -161,8 +211,10 @@ SendSpy = function()
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location })
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if SpecialCameras then
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SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location })
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end
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end
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ActivatePatrols = function()
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@@ -200,10 +252,16 @@ InitTriggers = function()
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Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Spy.Move(SpyWaypoint.Location)
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Spy.Infiltrate(Prison)
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Media.PlaySoundNotification(greece, SpyVoice)
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FollowTruk = false
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TrukCamera.Destroy()
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PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
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if SpecialCameras then
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PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
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else
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PrisonCamera = Actor.Create("camera.truk", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) })
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end
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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end
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@@ -218,10 +276,12 @@ InitTriggers = function()
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end
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end)
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Trigger.OnKilled(Mammoth, function()
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Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
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Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
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end)
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if Map.Difficulty ~= "Real tough guy" then
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Trigger.OnKilled(Mammoth, function()
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Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
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Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
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end)
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end
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Trigger.OnKilled(FlameBarrel, function()
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if not FlameTower.IsDead then
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@@ -237,10 +297,31 @@ InitTriggers = function()
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local flare = Actor.Create("flare", true, { Owner = greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
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Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlare")
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ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
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Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnRemovedFromWorld(Tanya, ExtractTanya)
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if Map.Difficulty == "Real tough guy" then
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Reinforcements.ReinforceWithTransport(greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] })
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if not Harvester.IsDead then
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Harvester.FindResources()
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end
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else
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ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
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local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
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Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnRemovedFromWorld(Tanya, function()
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ExtractUnits(ExtractionHeli, exitPos, function()
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Media.PlaySpeechNotification(greece, "TanyaRescued")
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greece.MarkCompletedObjective(mainObj)
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SendReinforcements()
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if SpecialCameras then
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PrisonCamera.Destroy()
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end
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end)
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end)
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end
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end)
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end
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@@ -33,7 +33,7 @@ Options:
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StartingCash: 0
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TechLevel: Medium
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ConfigurableStartingUnits: False
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Difficulties: Easy, Normal
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Difficulties: Easy, Normal, Hard, Real tough guy
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ShortGame: False
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Players:
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@@ -1569,6 +1569,15 @@ Actors:
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VehicleRallypoint5: waypoint
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Location: 47,84
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Owner: Neutral
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WaterTransportSpawn: waypoint
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Owner: Neutral
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Location: 71,48
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WaterLZ1: waypoint
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Owner: Neutral
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Location: 52,53
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WaterLZ2: waypoint
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Owner: Neutral
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Location: 63,63
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Smudges:
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@@ -1608,8 +1617,6 @@ Rules:
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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MustBeDestroyed:
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RequiredForShortGame: false
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^Wall:
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Tooltip:
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ShowOwnerRow: false
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@@ -1644,12 +1651,31 @@ Rules:
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Prerequisites: ~disabled
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LST:
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-Selectable:
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TargetableUnit:
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TargetTypes: Ground, Water
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Tooltip:
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GenericVisibility: Enemy
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ShowOwnerRow: false
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LST.IN:
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Inherits: LST
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RenderLandingCraft:
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Image: LST
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Cargo:
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Types: disabled
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TRAN:
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-Selectable:
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RevealsShroud:
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Range: 0c0
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Range: 4c0
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Tooltip:
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ShowOwnerRow: false
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TargetableAircraft:
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GroundedTargetTypes: Ground
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TRAN.IN:
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Inherits: TRAN
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RenderSprites:
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Image: TRAN
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Cargo:
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Types: disabled
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FLARE:
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Tooltip:
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ShowOwnerRow: false
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@@ -1749,6 +1775,8 @@ Rules:
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Prerequisites: ~disabled
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ParatroopersPower@paratroopers:
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Prerequisites: ~disabled
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FCOM:
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MustBeDestroyed:
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4TNK:
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Buildable:
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Prerequisites: ~disabled
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@@ -1832,5 +1860,6 @@ Notifications:
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lefty: lefty1
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keepem: keepem1
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tuffguy: tuffguy1
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sking: sking1
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Translations:
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Reference in New Issue
Block a user