--[[ Copyright 2007-2020 The OpenRA Developers (see AUTHORS) This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING. ]] IslandSamSites = { SAM01, SAM02 } NodBase = { PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, PowerPlant5, Refinery, HandOfNod, Silo1, Silo2, Silo3, Silo4, ConYard, CommCenter } FlameSquad = { FlameGuy1, FlameGuy2, FlameGuy3 } FlameSquadRoute = { waypoint4.Location, waypoint12.Location, waypoint4.Location, waypoint6.Location } FootPatrol1Squad = { MiniGunner1, MiniGunner2, RocketSoldier1 } FootPatrol1Route = { waypoint4.Location, waypoint12.Location, waypoint13.Location, waypoint3.Location, waypoint2.Location, waypoint7.Location, waypoint6.Location } FootPatrol2Squad = { MiniGunner3, MiniGunner4 } FootPatrol2Route = { waypoint14.Location, waypoint16.Location } FootPatrol3Squad = { MiniGunner5, MiniGunner6 } FootPatrol3Route = { waypoint15.Location, waypoint17.Location } FootPatrol4Route = { waypoint4.Location, waypoint5.Location } FootPatrol5Squad = { RocketSoldier2, RocketSoldier3, RocketSoldier4 } FootPatrol5Route = { waypoint4.Location, waypoint12.Location, waypoint13.Location, waypoint8.Location, waypoint9.Location, } Buggy1Route = { waypoint6.Location, waypoint7.Location, waypoint2.Location, waypoint8.Location, waypoint9.Location, waypoint8.Location, waypoint2.Location, waypoint7.Location } Buggy2Route = { waypoint6.Location, waypoint10.Location, waypoint11.Location, waypoint10.Location } HuntTriggerActivator = { SAM03, SAM04, SAM05, SAM06, LightTank1, LightTank2, LightTank3, Buggy1, Buggy2, Turret1, Turret2 } AttackCellTriggerActivator = { CPos.New(57,26), CPos.New(56,26), CPos.New(57,25), CPos.New(56,25), CPos.New(57,24), CPos.New(56,24), CPos.New(57,23), CPos.New(56,23), CPos.New(57,22), CPos.New(56,22), CPos.New(57,21), CPos.New(56,21) } AttackUnits = { LightTank2, LightTank3 } KillCounter = 0 WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") InitObjectives(GDI) if Difficulty == "easy" then CommandoType = "rmbo.easy" KillCounterHuntThreshold = 30 elseif Difficulty == "hard" then CommandoType = "rmbo.hard" KillCounterHuntThreshold = 15 else CommandoType = "rmbo" KillCounterHuntThreshold = 20 end DestroyObjective = GDI.AddObjective("Destroy the Nod ********.") Trigger.OnKilled(Airfield, function() GDI.MarkCompletedObjective(DestroyObjective) end) Utils.Do(NodBase, function(structure) Trigger.OnKilled(structure, function() GDI.MarkCompletedObjective(DestroyObjective) end) end) Trigger.OnAllKilled(IslandSamSites, function() TransportFlare = Actor.Create('flare', true, { Owner = GDI, Location = Flare.Location }) Reinforcements.ReinforceWithTransport(GDI, 'tran', nil, { lstStart.Location, TransportRally.Location }) end) Trigger.OnKilled(CivFleeTrigger, function() if not Civilian.IsDead then Civilian.Move(CivHideOut.Location) end end) Trigger.OnKilled(AttackTrigger2, function() Utils.Do(FlameSquad, function(unit) if not unit.IsDead then unit.Patrol(FlameSquadRoute, false) end end) end) Trigger.OnEnteredFootprint(AttackCellTriggerActivator, function(a, id) if a.Owner == GDI then Utils.Do(AttackUnits, function(unit) if not unit.IsDead then unit.AttackMove(waypoint10.Location) end end) Trigger.RemoveFootprintTrigger(id) end end) Utils.Do(HuntTriggerActivator, function(unit) Trigger.OnDamaged(unit, function() Utils.Do(Nod.GetGroundAttackers(), IdleHunt) end) end) Trigger.AfterDelay(5, function() Utils.Do(Nod.GetGroundAttackers(), function(unit) Trigger.OnKilled(unit, function() KillCounter = KillCounter + 1 if KillCounter >= KillCounterHuntThreshold then Utils.Do(Nod.GetGroundAttackers(), IdleHunt) end end) end) end) Utils.Do(FootPatrol1Squad, function(unit) unit.Patrol(FootPatrol1Route, true) end) Utils.Do(FootPatrol2Squad, function(unit) unit.Patrol(FootPatrol2Route, true, 50) end) Utils.Do(FootPatrol3Squad, function(unit) unit.Patrol(FootPatrol3Route, true, 50) end) Utils.Do(FootPatrol5Squad, function(unit) unit.Patrol(FootPatrol5Route, true, 50) end) AttackTrigger2.Patrol(FootPatrol4Route, true, 25) LightTank1.Move(waypoint6.Location) Buggy1.Patrol(Buggy1Route, true, 25) Buggy2.Patrol(Buggy2Route, true, 25) Camera.Position = UnitsRally.CenterPosition Media.PlaySpeechNotification(GDI, "Reinforce") ReinforceWithLandingCraft(GDI, { CommandoType }, lstStart.Location, lstEnd.Location, UnitsRally.Location) end Tick = function() if DateTime.GameTime > DateTime.Seconds(5) and GDI.HasNoRequiredUnits() then GDI.MarkFailedObjective(DestroyObjective) end end