NodStartUnitsVehicle = { 'bggy', 'bggy', 'ltnk', 'ltnk', 'ltnk', 'bike', 'bike'} NodStartUnitsRight = { 'e1', 'e1', 'e1', 'e1' } NodStartUnitsMiddle = { 'e6', 'e6', 'e6', 'e6', 'e3', 'e3' } NodStartUnitsLeft = { 'e4', 'e4', 'e4', 'e4' } Win1CellTriggerActivator = { CPos.New(24,22) } Win2CellTriggerActivator = { CPos.New(20,55), CPos.New(19,55), CPos.New(20,54), CPos.New(19,54), CPos.New(20,53), CPos.New(19,53), CPos.New(20,52), CPos.New(19,52) } DzneCellTriggerActivator = { CPos.New(26,24), CPos.New(25,24), CPos.New(24,24), CPos.New(23,24), CPos.New(22,24), CPos.New(26,23), CPos.New(25,23), CPos.New(24,23), CPos.New(23,23), CPos.New(22,23), CPos.New(26,22), CPos.New(25,22), CPos.New(23,22), CPos.New(22,22), CPos.New(25,21), CPos.New(24,21), CPos.New(23,21), CPos.New(22,21), CPos.New(25,20), CPos.New(24,20), CPos.New(23,20), CPos.New(22,20) } ChinCellTriggerActivator = { CPos.New(31,49), CPos.New(30,49), CPos.New(29,49), CPos.New(28,49), CPos.New(27,49), CPos.New(26,49), CPos.New(25,49), CPos.New(24,49), CPos.New(23,49), CPos.New(22,49), CPos.New(21,49), CPos.New(20,49), CPos.New(31,48), CPos.New(30,48), CPos.New(29,48), CPos.New(28,48), CPos.New(27,48), CPos.New(26,48), CPos.New(25,48), CPos.New(24,48), CPos.New(23,48), CPos.New(22,48), CPos.New(21,48), CPos.New(20,48), CPos.New(31,47), CPos.New(30,47), CPos.New(29,47), CPos.New(28,47), CPos.New(27,47), CPos.New(26,47), CPos.New(25,47), CPos.New(24,47), CPos.New(23,47), CPos.New(22,47), CPos.New(21,47), CPos.New(20,47) } Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2, Atk2Actor3, Atk2Actor4, Atk2Actor5, Atk2Actor6 } Gdi1Units = { 'e1', 'e1', 'e1', 'e2', 'e2' } Gdi2Units = { 'e1', 'e1', 'e3', 'e3', 'e3' } Gdi3Units = { 'jeep', 'jeep', 'e3', 'e3' } Gdi4Units = { 'mtnk', 'e2', 'e2', 'e2', 'e2' } Gdi5Units = { 'e1', 'e2', 'e2', 'e3', 'e3' } AllUnits = { Gdi1Units, Gdi2Units, Gdi3Units, Gdi4Units, Gdi5Units } Grd1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 } Atk1TriggerFunctionTime = DateTime.Seconds(3) ProdTriggerFunctionTime = DateTime.Minutes(5) Atk1TriggerFunction = function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do MyActors = Utils.Take(count, GDI.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Grd1Waypoints) end) end end Atk2TriggerFunction = function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do MyActors = Utils.Take(count, GDI.GetActorsByType(type)) Utils.Do(MyActors, function(actor) IdleHunt(actor) end) end end ProdTriggerFunction = function() local Units = AllUnits[DateTime.GameTime % #AllUnits + 1] Utils.Do(Units, function(UnitType) if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then Factory.Build({UnitType}) elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == GDI then Barracks.Build({UnitType}) end end) local list = GDI.GetGroundAttackers() local counter = 1 while counter <= 5 do counter = counter + 1 if counter <= #list then IdleHunt(list[counter]) end end Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction) end MovementAndHunt = function(unit, waypoints) if unit ~= nil then Utils.Do(waypoints, function(waypoint) unit.AttackMove(waypoint.Location) end) IdleHunt(unit) end end InsertNodUnits = function() Camera.Position = UnitsRallyRight.CenterPosition Reinforcements.Reinforce(Nod, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30) Reinforcements.Reinforce(Nod, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15) Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") Trigger.OnObjectiveAdded(Nod, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) Trigger.OnObjectiveCompleted(Nod, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(Nod, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerWon(Nod, function() Media.PlaySpeechNotification(Nod, "Win") end) Trigger.OnPlayerLost(Nod, function() Media.PlaySpeechNotification(Nod, "Lose") end) NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI Nuclear detonator") NodObjective3 = Nod.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard") GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator") InsertNodUnits() Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction) Trigger.OnAllKilled(Atk2ActorTriggerActivator, Atk2TriggerFunction) Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id) if a.Owner == Nod then Reinforcements.Reinforce(Nod, { 'tran' }, { ChnEntry.Location, waypoint10.Location }, 11) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) if a.Owner == Nod then Actor.Create('flare', true, { Owner = Nod, Location = waypoint10.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) if a.Owner == Nod then NodObjective2 = Nod.AddPrimaryObjective("Move to the evacuation point") Nod.MarkCompletedObjective(NodObjective1) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) if a.Owner == Nod and NodObjective1 then Nod.MarkCompletedObjective(NodObjective2) Trigger.RemoveFootprintTrigger(id) end end) Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime % 5 == 0 and Barracks.Owner == Nod and Factory.Owner == Nod and Yard.Owner == Nod then Nod.MarkCompletedObjective(NodObjective3) end if DateTime.GameTime % 7 == 0 and not Nod.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then Nod.MarkFailedObjective(NodObjective3) end end IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end