Use global objective initialisation.
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abcdefg30
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commit
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@@ -78,14 +78,18 @@ end)
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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enemy = Player.GetPlayer("Greece")
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Camera.Position = CameraStart.CenterPosition
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Mcv.Move(McvWaypoint.Location)
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Harvester.FindResources()
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Utils.Do(IntroAttackers, function(actor)
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IdleHunt(actor)
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end)
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Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements1, SovietReinforcements1Waypoints)
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Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements2, SovietReinforcements2Waypoints)
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Utils.Do(Map.NamedActors, function(actor)
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if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
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Trigger.OnDamaged(actor, function(building)
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@@ -95,21 +99,8 @@ WorldLoaded = function()
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end)
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end
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end)
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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(player)
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alliedObjective = enemy.AddObjective("Destroy all Soviet troops.")
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sovietObjective = player.AddObjective("Escort the Convoy.")
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sovietObjective2 = player.AddObjective("Destroy or capture the Allied radar dome to stop\nenemy reinforcements.", "Secondary", false)
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