Civs = { civ1, civ2, civ3, civ4 } Village = { civ1, civ3, civ4, village1, village3 } Guards = { Guard1, Guard2, Guard3 } SovietMCV = { "mcv" } InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" } Avengers = { "jeep", "1tnk", "2tnk", "2tnk", "1tnk" } Patrol1Group = { "jeep", "jeep", "2tnk", "2tnk" } Patrol2Group = { "jeep", "1tnk", "1tnk", "1tnk" } AlliedInfantryTypes = { "e1", "e3" } AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } InfAttack = { } ArmorAttack = { } InfReinfPath = { NRoadPoint.Location, CrossroadsPoint.Location, ToVillageRoadPoint.Location, VillagePoint.Location } Patrol1Path = { ToVillageRoadPoint.Location, ToBridgePoint.Location, InBasePoint.Location } Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, IslandPoint.Location, ToRadarBridgePoint.Location } VillageCamArea = { CPos.New(37, 58),CPos.New(37, 59),CPos.New(37, 60),CPos.New(38, 60),CPos.New(39, 60), CPos.New(40, 60), CPos.New(41, 60), CPos.New(35, 57), CPos.New(34, 57), CPos.New(33, 57), CPos.New(32, 57) } if Map.Difficulty == "Easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } end AttackPaths = { { CrossroadsPoint, ToVillageRoadPoint, VillagePoint }, { EntranceSouthPoint, OrefieldSouthPoint }, { CrossroadsPoint, ToBridgePoint } } ReinfInf = function() if Radar.IsDead or Radar.Owner ~= Greece then return end Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier) soldier.Hunt() end) end ReinfArmor = function() if not Radar.IsDead and Radar.Owner == Greece then RCheck = true Reinforcements.Reinforce(Greece, ArmorReinfGreece, InfReinfPath, 0, function(soldier) soldier.Hunt() end) end end BringPatrol1 = function() if Radar.IsDead or Radar.Owner ~= Greece then return end local units = Reinforcements.Reinforce(Greece, Patrol1Group, { NRoadPoint.Location }, 0) Utils.Do(units, function(patrols) patrols.Patrol(Patrol1Path, true, 250) end) Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1) end end) end BringPatrol2 = function() if Radar.IsDead or Radar.Owner ~= Greece then return end local units = Reinforcements.Reinforce(Greece, Patrol2Group, { NRoadPoint.Location }, 0) Utils.Do(units, function(patrols) patrols.Patrol(Patrol2Path, true, 250) end) Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2) end end) end