Use global difficulty.
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abcdefg30
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commit
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@@ -33,7 +33,7 @@ TransportDelays =
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}
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AlliedShips =
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{
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{
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easy = { "pt", "pt", "dd" },
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normal = { "pt", "dd", "dd" },
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hard = { "dd", "dd" , "dd" }
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@@ -44,7 +44,7 @@ Helis = { }
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PatrolWay = { ShipWaypoint1.Location, ShipWaypoint2.Location, ShipWaypoint3.Location, ShipWaypoint4.Location, ShipWaypoint5.Location }
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TransportWays =
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{
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{
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{ AlliedTransportEntry1.Location, AlliedTransportDrop1.Location },
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{ AlliedTransportEntry2.Location, AlliedTransportDrop2.Location },
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{ AlliedTransportEntry3.Location, AlliedTransportDrop3.Location }
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@@ -169,7 +169,7 @@ ProduceHelicopters = function()
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Greece.Build(HeliType, function(helis)
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local heli = helis[1]
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Helis[#Helis+1] = heli
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Trigger.OnKilled(heli, ProduceHelicopters)
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local alive = Utils.Where(Helis, function(y) return not y.IsDead end)
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@@ -205,11 +205,11 @@ BridgeTrigger = function()
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TheBridge.Kill()
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end
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end)
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Trigger.OnEnteredProximityTrigger(BaseBridge.CenterPosition, WDist.FromCells(3), function(actor, id)
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if actor.Owner == USSR and actor.Type ~= "badr" and actor.Type ~= "u2" and actor.Type ~= "camera.spyplane" then
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Trigger.RemoveProximityTrigger(id)
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if not BridgeTank.IsDead and not BridgeBarrel.IsDead and not TheBridge.IsDead then
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BridgeTank.Attack(BridgeBarrel, true, true)
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end
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@@ -218,13 +218,12 @@ BridgeTrigger = function()
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end
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ActivateAI = function()
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local difficulty = Map.LobbyOption("difficulty")
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TransportDelays = TransportDelays[difficulty]
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DestroyerDelays = DestroyerDelays[difficulty]
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TransportUnits = TransportUnits[difficulty]
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ProductionDelays = ProductionDelays[difficulty]
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AlliedShips = AlliedShips[difficulty]
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SurpriseTransportUnits = SurpriseTransportUnits[difficulty]
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TransportDelays = TransportDelays[Difficulty]
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DestroyerDelays = DestroyerDelays[Difficulty]
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TransportUnits = TransportUnits[Difficulty]
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ProductionDelays = ProductionDelays[Difficulty]
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AlliedShips = AlliedShips[Difficulty]
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SurpriseTransportUnits = SurpriseTransportUnits[Difficulty]
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BuildingsHealing()
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AlliedTransportAmbush()
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