Use a global script in Tiberian Dawn
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@@ -6,96 +6,64 @@
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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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if Map.LobbyOption("difficulty") == "easy" then
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if Difficulty == "easy" then
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Rambo = "rmbo.easy"
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elseif Map.LobbyOption("difficulty") == "hard" then
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elseif Difficulty == "hard" then
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Rambo = "rmbo.hard"
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else
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Rambo = "rmbo"
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end
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GDIBuildings = { ConYard, PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4,
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Barracks, CommCenter, WeaponsFactory, GuardTower1, GuardTower2, GuardTower3 }
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GDIBuildings = { ConYard, PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, Barracks, CommCenter, WeaponsFactory, GuardTower1, GuardTower2, GuardTower3 }
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function RepairBuilding(building, attacker)
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if not building.IsDead and building.Owner == enemy then
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building.StartBuildingRepairs(enemy)
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end
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end
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ChinookTrigger = false
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function ReinforceWithChinook(_, discoverer)
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if not ChinookTrigger and discoverer == player then
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ReinforceWithChinook = function(_, discoverer)
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if not ChinookTrigger and discoverer == Nod then
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ChinookTrigger = true
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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TransportFlare = Actor.Create('flare', true, { Owner = player, Location = DefaultFlareLocation.Location })
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChinookEntry.Location, ChinookTarget.Location })
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Actor.Create("flare", true, { Owner = Nod, Location = DefaultFlareLocation.Location })
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.ReinforceWithTransport(Nod, "tran", nil, { ChinookEntry.Location, ChinookTarget.Location })
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end)
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end
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end
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CreateScientist = function()
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local scientist = Actor.Create("CHAN", true, { Owner = GDI, Location = ScientistLocation.Location })
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KillScientistObjective = Nod.AddObjective("Kill the GDI scientist.")
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Nod.MarkCompletedObjective(DestroyTechCenterObjective)
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function CreateScientist()
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scientist = Actor.Create('CHAN', true, { Owner = enemy, Location = ScientistLocation.Location })
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killScientistObjective = player.AddPrimaryObjective("Kill the GDI scientist.")
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Trigger.OnKilled(scientist, function()
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player.MarkCompletedObjective(killScientistObjective)
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Nod.MarkCompletedObjective(KillScientistObjective)
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end)
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player.MarkCompletedObjective(destroyTechCenterObjective)
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end
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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function WorldLoaded()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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enemy.Cash = 10000
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GDI.Cash = 10000
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Camera.Position = DefaultCameraPosition.CenterPosition
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Trigger.OnObjectiveAdded(player, 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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Trigger.OnObjectiveCompleted(player, 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(player, 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(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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InitObjectives(Nod)
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Utils.Do(GDIBuildings, function(building)
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Trigger.OnDamaged(building, RepairBuilding)
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RepairBuilding(GDI, building, 0.75)
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end)
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gdiObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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destroyTechCenterObjective = player.AddPrimaryObjective("Destroy the GDI R&D center.")
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DestroyTechCenterObjective = Nod.AddObjective("Destroy the GDI R&D center.")
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Actor.Create(Rambo, true, { Owner = player, Location = RamboLocation.Location })
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Actor.Create(Rambo, true, { Owner = Nod, Location = RamboLocation.Location })
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Trigger.OnDiscovered(TechCenter, ReinforceWithChinook)
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Trigger.OnKilled(TechCenter, CreateScientist)
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end
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function Tick()
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if DateTime.GameTime > 2 then
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if player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(gdiObjective)
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(DestroyTechCenterObjective)
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end
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end
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