MCVReinforcements = { "mcv" } InfantryReinforcements = { "e1", "e1", "e1" } VehicleReinforcements = { "jeep" } NodPatrol = { "e1", "e1" } SendNodPatrol = function() Reinforcements.Reinforce(enemy, NodPatrol, { nod0.Location, nod1.Location }, 15, function(soldier) soldier.AttackMove(nod2.Location) soldier.Move(nod3.Location) soldier.Hunt() end) end SetGunboatPath = function(gunboat) gunboat.AttackMove(gunboatLeft.Location) gunboat.AttackMove(gunboatRight.Location) end ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint) local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart }) local subcell = 0 Utils.Do(units, function(a) transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell })) subcell = subcell + 1 end) transport.ScriptedMove(transportUnload) transport.CallFunc(function() Utils.Do(units, function() local a = transport.UnloadPassenger() a.IsInWorld = true a.MoveIntoWorld(transport.Location - CVec.New(0, 1)) if rallypoint ~= nil then a.Move(rallypoint) end end) end) transport.Wait(5) transport.ScriptedMove(transportStart) transport.Destroy() end Reinforce = function(units) Media.PlaySpeechNotification(player, "Reinforce") ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location, reinforcementsTarget.Location) end CheckForBase = function() baseBuildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor) return actor.Type == "fact" or actor.Type == "pyle" or actor.Type == "nuke" end) return #baseBuildings >= 3 end WorldLoaded = function() player = Player.GetPlayer("GDI") enemy = Player.GetPlayer("Nod") Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) secureAreaObjective = player.AddPrimaryObjective("Eliminate all Nod forces in the area") beachheadObjective = player.AddSecondaryObjective("Establish a beachhead") ReinforceWithLandingCraft(MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location) Reinforce(InfantryReinforcements) Trigger.OnIdle(Gunboat, function() SetGunboatPath(Gunboat) end) SendNodPatrol() Trigger.AfterDelay(DateTime.Seconds(10), function() Reinforce(InfantryReinforcements) end) Trigger.AfterDelay(DateTime.Seconds(60), function() Reinforce(VehicleReinforcements) end) end Tick = function() if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(secureAreaObjective) end if DateTime.GameTime > DateTime.Seconds(5) and player.HasNoRequiredUnits() then player.MarkFailedObjective(beachheadObjective) player.MarkFailedObjective(secureAreaObjective) end if DateTime.GameTime % DateTime.Seconds(1) == 0 and not player.IsObjectiveCompleted(beachheadObjective) and CheckForBase() then player.MarkCompletedObjective(beachheadObjective) end end