EnemyReinforcements = { Easy = { { "e1", "e1", "e3" }, { "e1", "e3", "jeep" }, { "e1", "jeep", "1tnk" } }, Normal = { { "e1", "e1", "e3", "e3" }, { "e1", "e3", "jeep", "jeep" }, { "e1", "jeep", "1tnk", "2tnk" } }, Hard = { { "e1", "e1", "e3", "e3", "e1" }, { "e1", "e3", "jeep", "jeep", "1tnk" }, { "e1", "jeep", "1tnk", "2tnk", "arty" } } } EnemyAttackDelay = { Easy = DateTime.Minutes(5), Normal = DateTime.Minutes(2) + DateTime.Seconds(40), Hard = DateTime.Minutes(1) + DateTime.Seconds(30) } EnemyPaths = { { EnemyEntry1.Location, EnemyRally1.Location }, { EnemyEntry2.Location, EnemyRally2.Location } } wave = 0 SendEnemies = function() Trigger.AfterDelay(EnemyAttackDelay[Map.Difficulty], function() wave = wave + 1 if wave > 3 then wave = 1 end if wave == 1 then local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2] Utils.Do(units, IdleHunt) else local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2] Utils.Do(units, IdleHunt) end if not Dome.IsDead then SendEnemies() end end) end