Replace deprecated API usage.
This commit is contained in:
@@ -40,7 +40,7 @@ InitObjectives = function(player)
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end
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end
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ReinforceWithLandingCraft = function(player, units, transportStart, transportUnload, rallypoint)
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ReinforceWithLandingCraft = function(player, units, transportStart, transportUnload, rallypoint)
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local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart })
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local transport = Actor.Create("oldlst", true, { Owner = player, Facing = Angle.North, Location = transportStart })
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local subcell = 0
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local subcell = 0
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Utils.Do(units, function(a)
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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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transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
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@@ -100,7 +100,7 @@ end
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SpawnGunboat = function()
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SpawnGunboat = function()
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Media.PlaySpeechNotification(GDI, "Reinforce")
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Media.PlaySpeechNotification(GDI, "Reinforce")
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Actor.Create("boat", true, { Owner = GDI, Facing = 0, Location = CPos.New(62,37) })
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Actor.Create("boat", true, { Owner = GDI, Facing = Angle.North, Location = CPos.New(62,37) })
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end
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end
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WorldLoaded = function()
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WorldLoaded = function()
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@@ -46,7 +46,7 @@ SendGDIAirstrike = function()
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local target = GetAirstrikeTarget(Nod)
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local target = GetAirstrikeTarget(Nod)
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if target then
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if target then
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CommCenter.SendAirstrike(target, false, Facing.NorthEast + 4)
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CommCenter.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
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Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
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else
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else
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Trigger.AfterDelay(AirstrikeDelay/4, SendGDIAirstrike)
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Trigger.AfterDelay(AirstrikeDelay/4, SendGDIAirstrike)
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@@ -81,7 +81,7 @@ Atk3TriggerFunction = function()
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local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
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local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
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if target then
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if target then
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CommCenter.SendAirstrike(target, false, Facing.NorthEast + 4)
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CommCenter.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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end
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end
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end
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end
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end
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end
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@@ -76,7 +76,7 @@ SendGDIAirstrike = function(hq, delay)
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local target = GetAirstrikeTarget(Nod)
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local target = GetAirstrikeTarget(Nod)
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if target then
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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@@ -83,7 +83,7 @@ SendGDIAirstrike = function(hq, delay)
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local target = GetAirstrikeTarget(Nod)
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local target = GetAirstrikeTarget(Nod)
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if target then
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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@@ -71,7 +71,7 @@ SendGDIAirstrike = function(hq, delay)
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local target = GetAirstrikeTarget(Nod)
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local target = GetAirstrikeTarget(Nod)
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if target then
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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@@ -104,7 +104,7 @@ Trigger.OnAllKilledOrCaptured(Outpost, function()
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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if not GDIHQ.IsDead and (not NodHand.IsDead or not NodNuke.IsDead) then
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if not GDIHQ.IsDead and (not NodHand.IsDead or not NodNuke.IsDead) then
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local airstrikeproxy = Actor.Create("airstrike.proxy", false, { Owner = GDI })
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local airstrikeproxy = Actor.Create("airstrike.proxy", false, { Owner = GDI })
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airstrikeproxy.SendAirstrike(AirstrikeTarget.CenterPosition, false, Facing.NorthEast + 4)
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airstrikeproxy.TargetAirstrike(AirstrikeTarget.CenterPosition, Angle.NorthEast + Angle.New(16))
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airstrikeproxy.Destroy()
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airstrikeproxy.Destroy()
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end
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end
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end)
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end)
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@@ -63,7 +63,7 @@ SendGDIAirstrike = function(hq, delay)
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local target = GetAirstrikeTarget(Nod)
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local target = GetAirstrikeTarget(Nod)
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if target then
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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@@ -99,7 +99,7 @@ Trigger.OnAllKilledOrCaptured(Outpost, function()
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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if not GDIHQ.IsDead and (not NodHand.IsDead or not NodNuke.IsDead) then
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if not GDIHQ.IsDead and (not NodHand.IsDead or not NodNuke.IsDead) then
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local airstrikeproxy = Actor.Create("airstrike.proxy", false, { Owner = GDI })
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local airstrikeproxy = Actor.Create("airstrike.proxy", false, { Owner = GDI })
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airstrikeproxy.SendAirstrike(AirstrikeTarget.CenterPosition, false, Facing.NorthEast + 4)
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airstrikeproxy.TargetAirstrike(AirstrikeTarget.CenterPosition, Angle.NorthEast + Angle.New(16))
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airstrikeproxy.Destroy()
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airstrikeproxy.Destroy()
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end
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end
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end)
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end)
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@@ -56,7 +56,7 @@ SendGDIAirstrike = function(hq, delay)
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local target = GetAirstrikeTarget(Nod)
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local target = GetAirstrikeTarget(Nod)
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if target then
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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@@ -163,7 +163,7 @@ SendAirStrike = function()
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end)
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end)
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if #targets > 0 then
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if #targets > 0 then
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AHiTechFactory.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0)
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AHiTechFactory.TargetAirstrike(Utils.Random(targets).CenterPosition)
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end
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end
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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@@ -133,7 +133,7 @@ SendAirStrike = function()
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end)
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end)
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if #targets > 0 then
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if #targets > 0 then
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AHiTechFactory.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0)
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AHiTechFactory.TargetAirstrike(Utils.Random(targets).CenterPosition)
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end
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end
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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@@ -178,7 +178,7 @@ SendAirStrike = function()
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end)
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end)
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if #targets > 0 then
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if #targets > 0 then
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AHiTechFactory.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0)
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AHiTechFactory.TargetAirstrike(Utils.Random(targets).CenterPosition)
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end
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end
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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@@ -184,7 +184,7 @@ SendAirStrike = function()
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end)
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end)
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if #targets > 0 then
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if #targets > 0 then
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AHiTechFactory.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0)
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AHiTechFactory.TargetAirstrike(Utils.Random(targets).CenterPosition)
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end
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end
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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@@ -73,14 +73,14 @@ end
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SendUSSRParadrops = function()
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SendUSSRParadrops = function()
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local aircraftA = powerproxy.ActivateParatroopers(ParadropLZ.CenterPosition, 128 + 32)
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local aircraftA = powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthEast)
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Utils.Do(aircraftA, function(a)
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Utils.Do(aircraftA, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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IdleHunt(p)
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end)
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end)
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end)
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end)
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local aircraftB = powerproxy.ActivateParatroopers(ParadropLZ.CenterPosition, 128 - 32)
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local aircraftB = powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthWest)
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Utils.Do(aircraftB, function(a)
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Utils.Do(aircraftB, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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IdleHunt(p)
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@@ -68,7 +68,7 @@ ProduceUnits = function(factory, count)
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end
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end
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SetupAlliedUnits = function()
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SetupAlliedUnits = function()
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Tanya = Actor.Create(TanyaType, true, { Owner = player, Location = TanyaWaypoint.Location, Facing = 128 })
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Tanya = Actor.Create(TanyaType, true, { Owner = player, Location = TanyaWaypoint.Location, Facing = Angle.South })
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if TanyaType == "e7.noautotarget" then
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if TanyaType == "e7.noautotarget" then
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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@@ -89,13 +89,13 @@ SetupTopRightIsland = function()
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player.MarkCompletedObjective(FindAllies)
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player.MarkCompletedObjective(FindAllies)
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Media.PlaySpeechNotification(player, "AlliedReinforcementsArrived")
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Media.PlaySpeechNotification(player, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(player, AlliedIslandReinforcements, { AlliedIslandReinforcementsEntry.Location, IslandParadropReinforcementsDropzone.Location })
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Reinforcements.Reinforce(player, AlliedIslandReinforcements, { AlliedIslandReinforcementsEntry.Location, IslandParadropReinforcementsDropzone.Location })
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SendUSSRParadrops(128 + 52, IslandParadropReinforcementsDropzone)
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SendUSSRParadrops(Angle.New(720), IslandParadropReinforcementsDropzone)
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end
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end
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SendUSSRParadrops = function(facing, dropzone)
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SendUSSRParadrops = function(facing, dropzone)
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local paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local aircraft = paraproxy.ActivateParatroopers(dropzone.CenterPosition, facing)
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local aircraft = paraproxy.TargetParatroopers(dropzone.CenterPosition, facing)
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Utils.Do(aircraft, function(a)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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IdleHunt(p)
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@@ -336,7 +336,7 @@ InitTriggers = function()
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if a.Owner == player and a.Type ~= "jeep.mission" and not paradropsTriggered then
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if a.Owner == player and a.Type ~= "jeep.mission" and not paradropsTriggered then
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paradropsTriggered = true
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paradropsTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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Trigger.RemoveFootprintTrigger(id)
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SendUSSRParadrops(54, ParadropReinforcementsDropzone)
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SendUSSRParadrops(Angle.New(216), ParadropReinforcementsDropzone)
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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.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
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Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
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@@ -57,7 +57,7 @@ ParadropLZs = { ParadropPoint1.CenterPosition, ParadropPoint2.CenterPosition, Pa
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Paradropped = 0
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Paradropped = 0
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Paradrop = function()
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Paradrop = function()
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
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local aircraft = PowerProxy.ActivateParatroopers(Utils.Random(ParadropLZs))
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local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
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Utils.Do(aircraft, function(a)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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IdleHunt(p)
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@@ -146,7 +146,7 @@ InfiltrateTechCenter = function()
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local Proxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local Proxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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Utils.Do(ParadropWaypoints[Map.LobbyOption("difficulty")], function(waypoint)
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Utils.Do(ParadropWaypoints[Map.LobbyOption("difficulty")], function(waypoint)
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Proxy.ActivateParatroopers(waypoint.CenterPosition, Facing.South)
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Proxy.TargetParatroopers(waypoint.CenterPosition, Angle.South)
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end)
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end)
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Proxy.Destroy()
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Proxy.Destroy()
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end)
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end)
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@@ -37,7 +37,7 @@ Paradropped = 0
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Paradrop = function()
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Paradrop = function()
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
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local aircraft = PowerProxy.ActivateParatroopers(Utils.Random(ParadropLZs))
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local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
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Utils.Do(aircraft, function(a)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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IdleHunt(p)
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@@ -189,7 +189,7 @@ WTransWaves = function()
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end
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end
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Paradrop = function()
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Paradrop = function()
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local aircraft = PowerProxy.ActivateParatroopers(Utils.Random(ParadropLZs))
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local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
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Utils.Do(aircraft, function(a)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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IdleHunt(p)
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@@ -218,7 +218,7 @@ SendParabombs = function()
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end)
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end)
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if #targets > 0 then
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if #targets > 0 then
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airfield.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0)
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airfield.TargetAirstrike(Utils.Random(targets).CenterPosition)
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end
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end
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Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
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Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
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@@ -90,7 +90,7 @@ DefendChronosphereCompleted = function()
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local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
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local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
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local units = { }
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local units = { }
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for i = 1, #cells do
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for i = 1, #cells do
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local unit = Actor.Create("2tnk", true, { Owner = greece, Facing = 0 })
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local unit = Actor.Create("2tnk", true, { Owner = greece, Facing = Angle.North })
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units[unit] = cells[i]
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units[unit] = cells[i]
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end
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end
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Chronosphere.Chronoshift(units)
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Chronosphere.Chronoshift(units)
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@@ -188,7 +188,7 @@ WTransWaves = function()
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end
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end
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Paradrop = function()
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Paradrop = function()
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local aircraft = PowerProxy.ActivateParatroopers(Utils.Random(ParadropLZs))
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local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
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Utils.Do(aircraft, function(a)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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IdleHunt(p)
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@@ -218,7 +218,7 @@ SendParabombs = function()
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end)
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end)
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|
|
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if #targets > 0 then
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if #targets > 0 then
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airfield.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0)
|
airfield.TargetAirstrike(Utils.Random(targets).CenterPosition)
|
||||||
end
|
end
|
||||||
|
|
||||||
Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
|
Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
|
||||||
|
|||||||
@@ -90,7 +90,7 @@ DefendChronosphereCompleted = function()
|
|||||||
local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
|
local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
|
||||||
local units = { }
|
local units = { }
|
||||||
for i = 1, #cells do
|
for i = 1, #cells do
|
||||||
local unit = Actor.Create("2tnk", true, { Owner = greece, Facing = 0 })
|
local unit = Actor.Create("2tnk", true, { Owner = greece, Facing = Angle.North })
|
||||||
units[unit] = cells[i]
|
units[unit] = cells[i]
|
||||||
end
|
end
|
||||||
Chronosphere.Chronoshift(units)
|
Chronosphere.Chronoshift(units)
|
||||||
|
|||||||
@@ -119,7 +119,7 @@ end
|
|||||||
|
|
||||||
ParadropSovietUnits = function()
|
ParadropSovietUnits = function()
|
||||||
local lz = Utils.Random(ParadropWaypoints)
|
local lz = Utils.Random(ParadropWaypoints)
|
||||||
local aircraft = powerproxy.ActivateParatroopers(lz.CenterPosition)
|
local aircraft = powerproxy.TargetParatroopers(lz.CenterPosition)
|
||||||
|
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
@@ -159,7 +159,7 @@ ChronoshiftAlliedUnits = function()
|
|||||||
local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
|
local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
|
||||||
local units = { }
|
local units = { }
|
||||||
for i = 1, #cells do
|
for i = 1, #cells do
|
||||||
local unit = Actor.Create("2tnk", true, { Owner = allies, Facing = 0 })
|
local unit = Actor.Create("2tnk", true, { Owner = allies, Facing = Angle.North })
|
||||||
BindActorTriggers(unit)
|
BindActorTriggers(unit)
|
||||||
units[unit] = cells[i]
|
units[unit] = cells[i]
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -115,8 +115,8 @@ end
|
|||||||
|
|
||||||
SendParabombs = function()
|
SendParabombs = function()
|
||||||
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = soviets })
|
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = soviets })
|
||||||
proxy.SendAirstrikeFrom(BadgerEntryPoint2.Location, ParabombPoint1.Location)
|
proxy.TargetAirstrike(ParabombPoint1.CenterPosition, (BadgerEntryPoint2.CenterPosition - ParabombPoint1.CenterPosition).Facing)
|
||||||
proxy.SendAirstrikeFrom(BadgerEntryPoint2.Location + CVec.New(0, 3), ParabombPoint2.Location)
|
proxy.TargetAirstrike(ParabombPoint2.CenterPosition, (Map.CenterOfCell(BadgerEntryPoint2.Location + CVec.New(0, 3)) - ParabombPoint2.CenterPosition).Facing)
|
||||||
proxy.Destroy()
|
proxy.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -126,7 +126,7 @@ SendParatroopers = function()
|
|||||||
local target = Map.CenterOfCell(para.drop)
|
local target = Map.CenterOfCell(para.drop)
|
||||||
local dir = target - Map.CenterOfCell(para.entry)
|
local dir = target - Map.CenterOfCell(para.entry)
|
||||||
|
|
||||||
local aircraft = proxy.ActivateParatroopers(target, dir.Facing)
|
local aircraft = proxy.TargetParatroopers(target, dir.Facing)
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
IdleHunt(p)
|
IdleHunt(p)
|
||||||
|
|||||||
@@ -185,7 +185,7 @@ SendSovietParadrop = function()
|
|||||||
local lz = Map.CenterOfCell(randomParadropCell)
|
local lz = Map.CenterOfCell(randomParadropCell)
|
||||||
|
|
||||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
|
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
|
||||||
powerproxy.ActivateParatroopers(lz)
|
powerproxy.TargetParatroopers(lz)
|
||||||
powerproxy.Destroy()
|
powerproxy.Destroy()
|
||||||
|
|
||||||
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
|
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
|
||||||
|
|||||||
@@ -146,7 +146,7 @@ SendWave = function()
|
|||||||
|
|
||||||
if (Wave < #Waves) then
|
if (Wave < #Waves) then
|
||||||
if Utils.RandomInteger(1, 100) < ParaChance then
|
if Utils.RandomInteger(1, 100) < ParaChance then
|
||||||
local aircraft = ParaProxy.ActivateParatroopers(Utils.Random(ParadropWaypoints).CenterPosition)
|
local aircraft = ParaProxy.TargetParatroopers(Utils.Random(ParadropWaypoints).CenterPosition)
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
IdleHunt(p)
|
IdleHunt(p)
|
||||||
|
|||||||
@@ -72,7 +72,7 @@ end
|
|||||||
|
|
||||||
ParadropSovietUnits = function()
|
ParadropSovietUnits = function()
|
||||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
|
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
|
||||||
local aircraft = powerproxy.ActivateParatroopers(MCVDeployLocation.CenterPosition, 256 - 53)
|
local aircraft = powerproxy.TargetParatroopers(MCVDeployLocation.CenterPosition, Angle.New(812))
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
IdleHunt(p)
|
IdleHunt(p)
|
||||||
|
|||||||
@@ -123,8 +123,8 @@ WorldLoaded = function()
|
|||||||
-- When destroying the allied radar dome or the refinery drop 2 badgers with 5 grenadiers each
|
-- When destroying the allied radar dome or the refinery drop 2 badgers with 5 grenadiers each
|
||||||
Trigger.OnAnyKilled({ AlliedDome, AlliedProc }, function()
|
Trigger.OnAnyKilled({ AlliedDome, AlliedProc }, function()
|
||||||
local powerproxy = Actor.Create("powerproxy.paratroopers", true, { Owner = player })
|
local powerproxy = Actor.Create("powerproxy.paratroopers", true, { Owner = player })
|
||||||
powerproxy.ActivateParatroopers(ParadropLZ.CenterPosition, Facing.South)
|
powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.South)
|
||||||
powerproxy.ActivateParatroopers(ParadropLZ.CenterPosition, Facing.SouthEast)
|
powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthEast)
|
||||||
powerproxy.Destroy()
|
powerproxy.Destroy()
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -17,16 +17,16 @@ EnemyBaseEntranceShroudTrigger = { CPos.New(80, 73), CPos.New(81, 73), CPos.New(
|
|||||||
|
|
||||||
SendUSSRParadrops = function()
|
SendUSSRParadrops = function()
|
||||||
paraproxy1 = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
paraproxy1 = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||||
paraproxy1.ActivateParatroopers(ParachuteBaseEntrance.CenterPosition, Facing.North)
|
paraproxy1.TargetParatroopers(ParachuteBaseEntrance.CenterPosition, Angle.North)
|
||||||
paraproxy1.Destroy()
|
paraproxy1.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
SendUSSRParadropsBase = function()
|
SendUSSRParadropsBase = function()
|
||||||
paraproxy2 = Actor.Create("powerproxy.paratroopers2", false, { Owner = player })
|
paraproxy2 = Actor.Create("powerproxy.paratroopers2", false, { Owner = player })
|
||||||
paraproxy2.ActivateParatroopers(ParachuteBase1.CenterPosition, Facing.East)
|
paraproxy2.TargetParatroopers(ParachuteBase1.CenterPosition, Angle.East)
|
||||||
paraproxy2.Destroy()
|
paraproxy2.Destroy()
|
||||||
paraproxy3 = Actor.Create("powerproxy.paratroopers3", false, { Owner = player })
|
paraproxy3 = Actor.Create("powerproxy.paratroopers3", false, { Owner = player })
|
||||||
paraproxy3.ActivateParatroopers(ParachuteBase2.CenterPosition, Facing.East)
|
paraproxy3.TargetParatroopers(ParachuteBase2.CenterPosition, Angle.East)
|
||||||
paraproxy3.Destroy()
|
paraproxy3.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -96,7 +96,7 @@ end
|
|||||||
|
|
||||||
SendUSSRParadrops = function()
|
SendUSSRParadrops = function()
|
||||||
paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||||
paraproxy.ActivateParatroopers(ReinforcementDropOff.CenterPosition, 0)
|
paraproxy.TargetParatroopers(ReinforcementDropOff.CenterPosition, Angle.North)
|
||||||
paraproxy.Destroy()
|
paraproxy.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -47,13 +47,13 @@ TanksGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
|
|||||||
|
|
||||||
Para = function()
|
Para = function()
|
||||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||||
powerproxy.ActivateParatroopers(ParaPoint.CenterPosition, 28)
|
powerproxy.TargetParatroopers(ParaPoint.CenterPosition, Angle.New(112))
|
||||||
powerproxy.Destroy()
|
powerproxy.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
Para2 = function()
|
Para2 = function()
|
||||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||||
powerproxy.ActivateParatroopers(USSRExpansionPoint.CenterPosition, 28)
|
powerproxy.TargetParatroopers(USSRExpansionPoint.CenterPosition, Angle.New(112))
|
||||||
powerproxy.Destroy()
|
powerproxy.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -53,7 +53,7 @@ end
|
|||||||
AddParadropReinforcementTrigger = function()
|
AddParadropReinforcementTrigger = function()
|
||||||
Trigger.AfterDelay(DateTime.Seconds(90), function()
|
Trigger.AfterDelay(DateTime.Seconds(90), function()
|
||||||
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
|
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
|
||||||
scripteddrop.ActivateParatroopers(ScriptedParadrop.CenterPosition, 10)
|
scripteddrop.TargetParatroopers(ScriptedParadrop.CenterPosition, Angle.New(40))
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -332,7 +332,7 @@ WorldLoaded = function()
|
|||||||
Trigger.OnEnteredFootprint(ParaTrigger, function(unit, id)
|
Trigger.OnEnteredFootprint(ParaTrigger, function(unit, id)
|
||||||
if unit.Owner == player then
|
if unit.Owner == player then
|
||||||
local powerproxy = Actor.Create("powerproxy.pararifles", true, { Owner = greece })
|
local powerproxy = Actor.Create("powerproxy.pararifles", true, { Owner = greece })
|
||||||
local aircraft = powerproxy.ActivateParatroopers(waypoint89.CenterPosition, Facing.South)
|
local aircraft = powerproxy.TargetParatroopers(waypoint89.CenterPosition, Angle.South)
|
||||||
local prtcamera = Actor.Create("camera", true, { Owner = player, Location = waypoint89.Location })
|
local prtcamera = Actor.Create("camera", true, { Owner = player, Location = waypoint89.Location })
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
|
|||||||
@@ -53,10 +53,10 @@ FactoryClearRange = 10
|
|||||||
ParadropTicks = DateTime.Seconds(30)
|
ParadropTicks = DateTime.Seconds(30)
|
||||||
ParadropWaypoints =
|
ParadropWaypoints =
|
||||||
{
|
{
|
||||||
{ 192 + 4, ParaDrop1},
|
{ Angle.East + Angle.New(16), ParaDrop1},
|
||||||
{ 192 - 4, ParaDrop2},
|
{ Angle.East - Angle.New(16), ParaDrop2},
|
||||||
{ 192 + 4, Alliesbase2},
|
{ Angle.East + Angle.New(16), Alliesbase2},
|
||||||
{ 192 - 4, Alliesbase1}
|
{ Angle.East - Angle.New(16), Alliesbase1}
|
||||||
}
|
}
|
||||||
NavalTransportPassengers = { "e1", "e1", "e2", "e4", "e4" }
|
NavalTransportPassengers = { "e1", "e1", "e2", "e4", "e4" }
|
||||||
NavalReinforcementsWaypoints = { NavalWaypoint1, NavalWaypoint2, NavalWaypoint2, NavalWaypoint3 }
|
NavalReinforcementsWaypoints = { NavalWaypoint1, NavalWaypoint2, NavalWaypoint2, NavalWaypoint3 }
|
||||||
@@ -191,7 +191,7 @@ IdleHunt = function(unit)
|
|||||||
end
|
end
|
||||||
|
|
||||||
SendSovietParadrops = function(table)
|
SendSovietParadrops = function(table)
|
||||||
local aircraft = powerproxy.ActivateParatroopers(table[2].CenterPosition, table[1])
|
local aircraft = powerproxy.TargetParatroopers(table[2].CenterPosition, table[1])
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
IdleHunt(p)
|
IdleHunt(p)
|
||||||
@@ -290,7 +290,7 @@ end
|
|||||||
|
|
||||||
DropAlliedArtillery = function(facing, dropzone)
|
DropAlliedArtillery = function(facing, dropzone)
|
||||||
local proxy = Actor.Create("powerproxy.allied", true, { Owner = allies })
|
local proxy = Actor.Create("powerproxy.allied", true, { Owner = allies })
|
||||||
proxy.ActivateParatroopers(dropzone, facing)
|
proxy.TargetParatroopers(dropzone, facing)
|
||||||
proxy.Destroy()
|
proxy.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -300,7 +300,7 @@ SendLongBowReinforcements = function()
|
|||||||
Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[2])
|
Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[2])
|
||||||
|
|
||||||
if ParadropArtillery then
|
if ParadropArtillery then
|
||||||
local facing = Utils.RandomInteger(Facing.NorthWest, Facing.SouthWest)
|
local facing = Angle.New(Utils.RandomInteger(128, 384))
|
||||||
DropAlliedArtillery(facing, Alliesbase.CenterPosition)
|
DropAlliedArtillery(facing, Alliesbase.CenterPosition)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -129,7 +129,7 @@ end
|
|||||||
|
|
||||||
SendSovietParadrops = function(table)
|
SendSovietParadrops = function(table)
|
||||||
local paraproxy = Actor.Create(table.type, false, { Owner = soviets })
|
local paraproxy = Actor.Create(table.type, false, { Owner = soviets })
|
||||||
local aircraft = paraproxy.ActivateParatroopers(table.target.CenterPosition)
|
local aircraft = paraproxy.TargetParatroopers(table.target.CenterPosition)
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
IdleHunt(p)
|
IdleHunt(p)
|
||||||
@@ -185,9 +185,9 @@ FrenchReinforcements = function()
|
|||||||
end
|
end
|
||||||
|
|
||||||
powerproxy = Actor.Create("powerproxy.parabombs", false, { Owner = allies })
|
powerproxy = Actor.Create("powerproxy.parabombs", false, { Owner = allies })
|
||||||
powerproxy.SendAirstrike(drum1.CenterPosition, false, Facing.NorthEast + 4)
|
powerproxy.TargetAirstrike(drum1.CenterPosition, Angle.NorthEast + Angle.New(16))
|
||||||
powerproxy.SendAirstrike(drum2.CenterPosition, false, Facing.NorthEast)
|
powerproxy.TargetAirstrike(drum2.CenterPosition, Angle.NorthEast)
|
||||||
powerproxy.SendAirstrike(drum3.CenterPosition, false, Facing.NorthEast - 4)
|
powerproxy.TargetAirstrike(drum3.CenterPosition, Angle.NorthEast - Angle.New(16))
|
||||||
powerproxy.Destroy()
|
powerproxy.Destroy()
|
||||||
|
|
||||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||||
|
|||||||
@@ -216,7 +216,7 @@ WorldLoaded = function()
|
|||||||
|
|
||||||
Trigger.AfterDelay(DateTime.Minutes(9), function()
|
Trigger.AfterDelay(DateTime.Minutes(9), function()
|
||||||
local powerproxy01 = Actor.Create("powerproxy.paratroopers", true, { Owner = greece })
|
local powerproxy01 = Actor.Create("powerproxy.paratroopers", true, { Owner = greece })
|
||||||
local aircraft01 = powerproxy01.ActivateParatroopers(AlliedParadropLZ01.CenterPosition, Facing.SouthWest)
|
local aircraft01 = powerproxy01.TargetParatroopers(AlliedParadropLZ01.CenterPosition, Angle.SouthWest)
|
||||||
Utils.Do(aircraft01, function(a)
|
Utils.Do(aircraft01, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
HuntObjectiveTruck(p)
|
HuntObjectiveTruck(p)
|
||||||
@@ -224,7 +224,7 @@ WorldLoaded = function()
|
|||||||
end)
|
end)
|
||||||
|
|
||||||
local powerproxy02 = Actor.Create("powerproxy.paratroopers", true, { Owner = goodguy })
|
local powerproxy02 = Actor.Create("powerproxy.paratroopers", true, { Owner = goodguy })
|
||||||
local aircraft02 = powerproxy02.ActivateParatroopers(AlliedParadropLZ02.CenterPosition, Facing.SouthWest)
|
local aircraft02 = powerproxy02.TargetParatroopers(AlliedParadropLZ02.CenterPosition, Angle.SouthWest)
|
||||||
Utils.Do(aircraft02, function(a)
|
Utils.Do(aircraft02, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
HuntObjectiveTruck(p)
|
HuntObjectiveTruck(p)
|
||||||
|
|||||||
Reference in New Issue
Block a user