--[[ 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. ]] if Difficulty == "easy" then Rambo = "rmbo.easy" elseif Difficulty == "hard" then Rambo = "rmbo.hard" else Rambo = "rmbo" end WaypointGroup1 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint7 } WaypointGroup2 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint6 } WaypointGroup3 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11, waypoint12, waypoint6, waypoint13 } Patrol1Waypoints = { waypoint0.Location, waypoint8.Location, waypoint9.Location, waypoint10.Location } Patrol2Waypoints = { waypoint0.Location, waypoint3.Location, waypoint2.Location, waypoint4.Location } GDI1 = { units = { ['e2'] = 3, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 40 } GDI2 = { units = { ['e1'] = 2, ['e2'] = 4 }, waypoints = WaypointGroup2, delay = 50 } GDI4 = { units = { ['jeep'] = 2 }, waypoints = WaypointGroup1, delay = 50 } GDI5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 40 } Auto1 = { units = { ['e1'] = 2, ['e3'] = 3 }, waypoints = WaypointGroup3, delay = 40 } Auto2 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 } Auto3 = { units = { ['e1'] = 3, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 60 } Auto4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 50 } Auto5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 50 } Auto6 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 } Auto7 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup1, delay = 40 } Auto8 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup3, delay = 50 } RmboReinforcements = { Rambo } EngineerReinforcements = { "e6", "e6" } RocketReinforcements = { "e3", "e3", "e3", "e3" } AutoAttackWaves = { GDI1, GDI2, GDI4, GDI5, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 } NodBaseTrigger = { CPos.New(9, 52), CPos.New(9, 51), CPos.New(9, 50), CPos.New(9, 49), CPos.New(9, 48), CPos.New(9, 47), CPos.New(9, 46), CPos.New(10, 46), CPos.New(11, 46), CPos.New(12, 46), CPos.New(13, 46), CPos.New(14, 46), CPos.New(15, 46), CPos.New(16, 46), CPos.New(17, 46), CPos.New(18, 46), CPos.New(19, 46), CPos.New(20, 46), CPos.New(21, 46), CPos.New(22, 46), CPos.New(23, 46), CPos.New(24, 46), CPos.New(25, 46), CPos.New(25, 47), CPos.New(25, 48), CPos.New(25, 49), CPos.New(25, 50), CPos.New(25, 51), CPos.New(25, 52) } EngineerTrigger = { CPos.New(5, 13), CPos.New(6, 13), CPos.New(7, 13), CPos.New(8, 13), CPos.New(9, 13), CPos.New(10, 13), CPos.New(16, 7), CPos.New(16, 6), CPos.New(16, 5), CPos.New(16, 4), CPos.New(16, 3)} RocketTrigger = { CPos.New(20, 15), CPos.New(21, 15), CPos.New(22, 15), CPos.New(23, 15), CPos.New(24, 15), CPos.New(25, 15), CPos.New(26, 15), CPos.New(32, 15), CPos.New(32, 14), CPos.New(32, 13), CPos.New(32, 12), CPos.New(32, 11)} AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30) CheckForSams = function(Nod) local sams = Nod.GetActorsByType("sam") return #sams >= 3 end SendGDIAirstrike = function(hq, delay) if not hq.IsDead and hq.Owner == GDI then local target = GetAirstrikeTarget(Nod) if target then hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16)) Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) else Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) end end end SendWaves = function(counter, Waves) if counter <= #Waves then local team = Waves[counter] for type, amount in pairs(team.units) do MoveAndHunt(Utils.Take(amount, GDI.GetActorsByType(type)), team.waypoints) end Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end end StartPatrols = function() local mtnks = GDI.GetActorsByType("mtnk") local msams = GDI.GetActorsByType("msam") if #mtnks >= 1 then mtnks[1].Patrol(Patrol1Waypoints, true, 20) end if #msams >= 1 then msams[1].Patrol(Patrol2Waypoints, true, 20) end end Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id) if not Nod.IsObjectiveCompleted(LocateNodBase) and a.Owner == Nod then Trigger.RemoveFootprintTrigger(id) Nod.MarkCompletedObjective(LocateNodBase) NodCYard.Owner = Nod local walls = NodBase.GetActorsByType("brik") Utils.Do(walls, function(actor) actor.Owner = Nod end) Trigger.AfterDelay(DateTime.Seconds(2), function() Media.PlaySpeechNotification(Nod, "NewOptions") end) end end) Trigger.OnEnteredFootprint(RocketTrigger, function(a, id) if not Nod.IsObjectiveCompleted(SecureFirstLanding) and a.Owner == Nod then Trigger.RemoveFootprintTrigger(id) Nod.MarkCompletedObjective(SecureFirstLanding) Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, "tran.in", RocketReinforcements, { HelicopterEntryRocket.Location, HelicopterGoalRocket.Location }, { HelicopterEntryRocket.Location }, nil, nil) end) Trigger.AfterDelay(DateTime.Seconds(10), function() EngineerFlareCamera1 = Actor.Create("camera", true, { Owner = Nod, Location = FlareEngineer.Location }) EngineerFlareCamera2 = Actor.Create("camera", true, { Owner = Nod, Location = CameraEngineerPath.Location }) EngineerFlare = Actor.Create("flare", true, { Owner = Nod, Location = FlareEngineer.Location }) end) Trigger.AfterDelay(DateTime.Minutes(1), function() RocketFlareCamera.Destroy() RocketFlare.Destroy() end) end end) Trigger.OnEnteredFootprint(EngineerTrigger, function(a, id) if not Nod.IsObjectiveCompleted(SecureSecondLanding) and a.Owner == Nod then Trigger.RemoveFootprintTrigger(id) Nod.MarkCompletedObjective(SecureSecondLanding) Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, "tran.in", EngineerReinforcements, { HelicopterEntryEngineer.Location, HelicopterGoalEngineer.Location }, { HelicopterEntryEngineer.Location }, nil, nil) end) Trigger.AfterDelay(DateTime.Minutes(1), function() if EngineerFlareCamera1 then EngineerFlareCamera1.Destroy() EngineerFlareCamera2.Destroy() EngineerFlare.Destroy() end end) end end) Trigger.OnKilledOrCaptured(OutpostProc, function() if not Nod.IsObjectiveCompleted(CaptureRefinery) then if OutpostProc.IsDead then Nod.MarkFailedObjective(CaptureRefinery) else Nod.MarkCompletedObjective(CaptureRefinery) Nod.Cash = 1000 end StartPatrols() Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end) Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceInfantry(GDIPyle) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end) end end) WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") NodBase = Player.GetPlayer("NodBase") Camera.Position = CameraIntro.CenterPosition Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, "tran.in", RmboReinforcements, { HelicopterEntryRmbo.Location, HelicopterGoalRmbo.Location }, { HelicopterEntryRmbo.Location }) RocketFlareCamera = Actor.Create("camera", true, { Owner = Nod, Location = FlareRocket.Location }) RocketFlare = Actor.Create("flare", true, { Owner = Nod, Location = FlareRocket.Location }) StartAI() AutoGuard(GDI.GetGroundAttackers()) InitObjectives(Nod) SecureFirstLanding = Nod.AddObjective("Secure the first landing zone.") SecureSecondLanding = Nod.AddObjective("Secure the second landing zone.") LocateNodBase = Nod.AddObjective("Locate the Nod base.") CaptureRefinery = Nod.AddObjective("Capture the refinery.") EliminateGDI = Nod.AddObjective("Eliminate all GDI forces in the area.") BuildSAMs = Nod.AddObjective("Build 3 SAMs to fend off the GDI bombers.", "Secondary", false) GDIObjective = GDI.AddObjective("Eliminate all Nod forces in the area.") end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(EliminateGDI) end if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams(Nod) then Nod.MarkCompletedObjective(BuildSAMs) end end