Use TimeLimitManager in mission Allies10a
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abcdefg30
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7f3130c7a6
@@ -15,10 +15,8 @@ NorthHarassFootprint = { CPos.New(24, 75), CPos.New(25, 75), CPos.New(26, 75), C
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NorthHarassTeam = { "e2", "e2", "e2", "3tnk" }
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NorthHarassTeam = { "e2", "e2", "e2", "3tnk" }
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MissileSilos = { MissileSilo1, MissileSilo2, MissileSilo3, MissileSilo4 }
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MissileSilos = { MissileSilo1, MissileSilo2, MissileSilo3, MissileSilo4 }
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StartTimer = false
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TimerColor = Player.GetPlayer("USSR").Color
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TimerColor = Player.GetPlayer("USSR").Color
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TimerTicks = DateTime.Minutes(59) + DateTime.Seconds(42)
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TimerTicks = DateTime.Minutes(59) + DateTime.Seconds(42)
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ticked = TimerTicks
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MissionStart = function()
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MissionStart = function()
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Utils.Do(USSR.GetGroundAttackers(), function(unit)
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Utils.Do(USSR.GetGroundAttackers(), function(unit)
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@@ -60,6 +58,12 @@ MissionTriggers = function()
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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.OnTimerExpired(function()
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DateTime.TimeLimit = 0
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Trigger.AfterDelay(1, function() UserInterface.SetMissionText("We're too late!", USSR.Color) end)
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USSR.MarkCompletedObjective(HoldOut)
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end)
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Trigger.OnKilled(BridgeBarrel, function()
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Trigger.OnKilled(BridgeBarrel, function()
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local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
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local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
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if not bridge.IsDead then
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if not bridge.IsDead then
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@@ -123,34 +127,9 @@ LaunchMissiles = function()
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Trigger.AfterDelay(DateTime.Seconds(9), function()
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Trigger.AfterDelay(DateTime.Seconds(9), function()
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CaptureFCom = Greece.AddObjective("Capture the enemy Command Center. Hurry!")
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CaptureFCom = Greece.AddObjective("Capture the enemy Command Center. Hurry!")
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StartTimer = true
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DateTime.TimeLimit = TimerTicks
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Media.PlaySpeechNotification(Greece, "TimerStarted")
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Media.PlaySpeechNotification(Greece, "TimerStarted")
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Greece.MarkCompletedObjective(ApproachBase)
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Greece.MarkCompletedObjective(ApproachBase)
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Trigger.AfterDelay(DateTime.Minutes(30), function()
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Media.PlaySpeechNotification(Greece, "ThirtyMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(40), function()
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Media.PlaySpeechNotification(Greece, "TwentyMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(50), function()
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Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(55), function()
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Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(56), function()
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Media.PlaySpeechNotification(Greece, "WarningFourMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(57), function()
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Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(58), function()
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Media.PlaySpeechNotification(Greece, "WarningTwoMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(59), function()
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Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
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end)
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end)
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end)
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Trigger.OnCapture(CommandCenter, function()
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Trigger.OnCapture(CommandCenter, function()
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@@ -171,16 +150,6 @@ Tick = function()
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USSR.Cash = 50000
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USSR.Cash = 50000
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BadGuy.Cash = 50000
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BadGuy.Cash = 50000
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if StartTimer then
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if ticked > 0 then
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UserInterface.SetMissionText("Missiles reach their targets in " .. Utils.FormatTime(ticked), TimerColor)
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ticked = ticked - 1
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elseif ticked == 0 then
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UserInterface.SetMissionText("We're too late!", USSR.Color)
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USSR.MarkCompletedObjective(HoldOut)
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end
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end
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if Greece.HasNoRequiredUnits() then
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(HoldOut)
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USSR.MarkCompletedObjective(HoldOut)
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end
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end
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@@ -14,6 +14,10 @@ World:
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normal: Normal
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normal: Normal
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hard: Hard
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hard: Hard
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Default: normal
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Default: normal
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TimeLimitManager:
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SkipTimerExpiredNotification: true
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CountdownLabel: MISSION_TEXT
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CountdownText: Missiles reach their targets in {0}
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Player:
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Player:
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PlayerResources:
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PlayerResources:
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