Use a global script in Tiberian Dawn
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@@ -6,6 +6,7 @@
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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InfantryReinforcements = { "e1", "e1", "e2" }
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JeepReinforcements = { "jeep" }
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TankReinforcements = { "mtnk" }
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@@ -16,68 +17,25 @@ SamSites = { sam1, sam2, sam3, sam4 }
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NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard }
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HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 }
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ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
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local transport = Actor.Create("oldlst", true, { Owner = GDI, Facing = 0, Location = transportStart })
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local subcell = 0
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Utils.Do(units, function(a)
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transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
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subcell = subcell + 1
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end)
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transport.ScriptedMove(transportUnload)
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Media.PlaySpeechNotification(player, "Reinforce")
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transport.CallFunc(function()
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Utils.Do(units, function()
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local a = transport.UnloadPassenger()
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a.IsInWorld = true
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a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
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if rallypoint ~= nil then
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a.Move(rallypoint)
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end
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end)
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end)
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transport.Wait(5)
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transport.ScriptedMove(transportStart)
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transport.Destroy()
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end
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CheckForBase = function(player)
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local buildings = 0
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Utils.Do(GDIBaseBuildings, function(name)
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if #GDI.GetActorsByType(name) > 0 then
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buildings = buildings + 1
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end
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end)
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return buildings == #GDIBaseBuildings
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end
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SendReinforcements = function()
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Trigger.AfterDelay(DateTime.Seconds(20), function()
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ReinforceWithLandingCraft(BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location)
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ReinforceWithLandingCraft(GDI, BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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ReinforceWithLandingCraft(TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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ReinforceWithLandingCraft(JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(GDI, JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location)
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end)
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ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
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end
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AttackPlayer = function()
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Trigger.AfterDelay(DateTime.Seconds(40), function()
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for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
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atk1Actors = Utils.Take(count, Nod.GetActorsByType(type))
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@@ -145,16 +103,11 @@ AttackPlayer = function()
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Utils.Do(NodBase, function(actor)
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Trigger.OnRemovedFromWorld(actor, function()
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Utils.Do(Nod.GetGroundAttackers(Nod), function(unit)
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unit.Hunt()
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end)
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Utils.Do(Nod.GetGroundAttackers(Nod), IdleHunt)
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end)
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end)
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Utils.Do(HiddenNodUnits, function(actor)
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actor.Hunt()
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end)
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Utils.Do(HiddenNodUnits, IdleHunt)
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end
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WorldLoaded = function()
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@@ -163,35 +116,16 @@ WorldLoaded = function()
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Camera.Position = spawnpoint2.CenterPosition
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Trigger.OnObjectiveAdded(GDI, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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InitObjectives(GDI)
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Trigger.OnObjectiveCompleted(GDI, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(GDI, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(GDI, function()
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Media.PlaySpeechNotification(Nod, "Win")
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end)
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Trigger.OnPlayerLost(GDI, function()
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Media.PlaySpeechNotification(Nod, "Lose")
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end)
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gdiMainObjective = GDI.AddPrimaryObjective("Destroy remaining Nod structures and units.")
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gdiBaseObjective = GDI.AddSecondaryObjective("Construct all available buildings.")
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nodObjective = Nod.AddPrimaryObjective("Kill all enemies!")
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DestroyNod = GDI.AddObjective("Destroy remaining Nod structures and units.")
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ConstructBase = GDI.AddObjective("Construct all available buildings.", "Secondary", false)
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SendReinforcements()
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gdiAirSupportObjective = GDI.AddSecondaryObjective("Destroy the SAM sites to receive air support.")
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local destroySAMs = GDI.AddSecondaryObjective("Destroy the SAM sites to receive air support.")
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Trigger.OnAllKilled(SamSites, function()
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GDI.MarkCompletedObjective(gdiAirSupportObjective)
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GDI.MarkCompletedObjective(destroySAMs)
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Actor.Create("airstrike.proxy", true, { Owner = GDI })
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end)
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@@ -201,13 +135,15 @@ end
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Tick = function()
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if DateTime.GameTime > DateTime.Seconds(5) then
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(nodObjective)
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GDI.MarkFailedObjective(DestroyNod)
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end
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if Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(gdiMainObjective)
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GDI.MarkCompletedObjective(DestroyNod)
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end
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if not GDI.IsObjectiveCompleted(gdiBaseObjective) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase() then
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GDI.MarkCompletedObjective(gdiBaseObjective)
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if not GDI.IsObjectiveCompleted(ConstructBase) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase(GDI, GDIBaseBuildings) then
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GDI.MarkCompletedObjective(ConstructBase)
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end
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end
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end
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