RepairThreshold = { Easy = 0.3, Normal = 0.6, Hard = 0.9 } ActorRemovals = { Easy = { Actor167, Actor168, Actor190, Actor191, Actor193, Actor194, Actor196, Actor198, Actor200 }, Normal = { Actor167, Actor194, Actor196, Actor197 }, Hard = { }, } GdiTanks = { "mtnk", "mtnk" } GdiApc = { "apc" } GdiInfantry = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" } GdiBase = { GdiNuke1, GdiNuke2, GdiProc, GdiSilo1, GdiSilo2, GdiPyle, GdiWeap, GdiHarv } NodSams = { Sam1, Sam2, Sam3, Sam4 } CoreNodBase = { NodConYard, NodRefinery, HandOfNod, Airfield } Grd1UnitTypes = { "bggy" } Grd1Path = { waypoint4.Location, waypoint5.Location, waypoint10.Location } Grd1Delay = { Easy = DateTime.Minutes(2), Normal = DateTime.Minutes(1), Hard = DateTime.Seconds(30) } Grd2UnitTypes = { "bggy" } Grd2Path = { waypoint0.Location, waypoint1.Location, waypoint2.Location } Grd3Units = { GuardTank1, GuardTank2 } Grd3Path = { waypoint4.Location, waypoint5.Location, waypoint9.Location } AttackDelayMin = { Easy = DateTime.Minutes(1), Normal = DateTime.Seconds(45), Hard = DateTime.Seconds(30) } AttackDelayMax = { Easy = DateTime.Minutes(2), Normal = DateTime.Seconds(90), Hard = DateTime.Minutes(1) } AttackUnitTypes = { Easy = { { HandOfNod, { "e1", "e1" } }, { HandOfNod, { "e1", "e3" } }, { HandOfNod, { "e1", "e1", "e3" } }, { HandOfNod, { "e1", "e3", "e3" } }, }, Normal = { { HandOfNod, { "e1", "e1", "e3" } }, { HandOfNod, { "e1", "e3", "e3" } }, { HandOfNod, { "e1", "e1", "e3", "e3" } }, { Airfield, { "bggy" } }, }, Hard = { { HandOfNod, { "e1", "e1", "e3", "e3" } }, { HandOfNod, { "e1", "e1", "e1", "e3", "e3" } }, { HandOfNod, { "e1", "e1", "e3", "e3", "e3" } }, { Airfield, { "bggy" } }, { Airfield, { "ltnk" } }, } } AttackPaths = { { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }, { waypoint4.Location, waypoint9.Location, waypoint7.Location, waypoint8.Location }, } Build = function(factory, units, action) if factory.IsDead or factory.Owner ~= nod then return end if not factory.Build(units, action) then Trigger.AfterDelay(DateTime.Seconds(5), function() Build(factory, units, action) end) end end Attack = function() local types = Utils.Random(AttackUnitTypes[Map.Difficulty]) local path = Utils.Random(AttackPaths) Build(types[1], types[2], function(units) Utils.Do(units, function(unit) if unit.Owner ~= nod then return end unit.Patrol(path, false) Trigger.OnIdle(unit, unit.Hunt) end) end) Trigger.AfterDelay(Utils.RandomInteger(AttackDelayMin[Map.Difficulty], AttackDelayMax[Map.Difficulty]), Attack) end Grd1Action = function() Build(Airfield, Grd1UnitTypes, function(units) Utils.Do(units, function(unit) if unit.Owner ~= nod then return end Trigger.OnKilled(unit, function() Trigger.AfterDelay(Grd1Delay[Map.Difficulty], Grd1Action) end) unit.Patrol(Grd1Path, true, DateTime.Seconds(7)) end) end) end Grd2Action = function() Build(Airfield, Grd2UnitTypes, function(units) Utils.Do(units, function(unit) if unit.Owner ~= nod then return end unit.Patrol(Grd2Path, true, DateTime.Seconds(5)) end) end) end Grd3Action = function() local unit for i, u in ipairs(Grd3Units) do if not u.IsDead then unit = u break end end if unit ~= nil then Trigger.OnKilled(unit, function() Grd3Action() end) unit.Patrol(Grd3Path, true, DateTime.Seconds(11)) end end DiscoverGdiBase = function(actor, discoverer) if baseDiscovered or not discoverer == gdi then return end Utils.Do(GdiBase, function(actor) actor.Owner = gdi end) GdiHarv.FindResources() baseDiscovered = true gdiObjective3 = gdi.AddPrimaryObjective("Eliminate all Nod forces in the area") gdi.MarkCompletedObjective(gdiObjective1) Attack() end SetupWorld = function() Utils.Do(ActorRemovals[Map.Difficulty], function(unit) unit.Destroy() end) Reinforcements.Reinforce(gdi, GdiTanks, { GdiTankEntry.Location, GdiTankRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end) Reinforcements.Reinforce(gdi, GdiApc, { GdiApcEntry.Location, GdiApcRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end) Reinforcements.Reinforce(gdi, GdiInfantry, { GdiInfantryEntry.Location, GdiInfantryRallyPoint.Location }, 15, function(actor) actor.Stance = "Defend" end) Trigger.OnPlayerDiscovered(gdiBase, DiscoverGdiBase) Utils.Do(Map.NamedActors, function(actor) if actor.Owner == nod and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) if building.Owner == nod and building.Health < RepairThreshold[Map.Difficulty] * building.MaxHealth then building.StartBuildingRepairs() end end) end end) Trigger.OnAllKilled(NodSams, function() gdi.MarkCompletedObjective(gdiObjective2) Actor.Create("airstrike.proxy", true, { Owner = gdi }) end) GdiHarv.Stop() NodHarv.FindResources() if Map.Difficulty ~= "Easy" then Trigger.OnDamaged(NodHarv, function() Utils.Do(nod.GetGroundAttackers(), function(unit) unit.AttackMove(NodHarv.Location) if Map.Difficulty == "Hard" then unit.Hunt() end end) end) end Trigger.AfterDelay(DateTime.Seconds(45), Grd1Action) Trigger.AfterDelay(DateTime.Minutes(3), Grd2Action) Grd3Action() end WorldLoaded = function() gdiBase = Player.GetPlayer("AbandonedBase") gdi = Player.GetPlayer("GDI") nod = Player.GetPlayer("Nod") Trigger.OnObjectiveAdded(gdi, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) Trigger.OnObjectiveCompleted(gdi, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(gdi, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerLost(gdi, function() Media.PlaySpeechNotification(player, "Lose") end) Trigger.OnPlayerWon(gdi, function() Media.PlaySpeechNotification(player, "Win") end) nodObjective = nod.AddPrimaryObjective("Destroy all GDI troops") gdiObjective1 = gdi.AddPrimaryObjective("Find the GDI base") gdiObjective2 = gdi.AddSecondaryObjective("Destroy all SAM sites to receive air support") SetupWorld() Camera.Position = GdiTankRallyPoint.CenterPosition Media.PlayMusic() end Tick = function() if gdi.HasNoRequiredUnits() then if DateTime.GameTime > 2 then nod.MarkCompletedObjective(nodObjective) end end if baseDiscovered and nod.HasNoRequiredUnits() then gdi.MarkCompletedObjective(gdiObjective3) end end