--[[ Copyright 2007-2019 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. ]] InitialForcesA = { "bggy", "e1", "e1", "e1", "e1" } InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" } RifleInfantryReinforcements = { "e1", "e1" } RocketInfantryReinforcements = { "e3", "e3", "e3", "e3", "e3" } SendInitialForces = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, InitialForcesA, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 5) Reinforcements.Reinforce(player, InitialForcesB, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 10) end SendFirstInfantryReinforcements = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, RifleInfantryReinforcements, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 15) end SendSecondInfantryReinforcements = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, RifleInfantryReinforcements, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 15) end SendLastInfantryReinforcements = function() Media.PlaySpeechNotification(player, "Reinforce") -- Move the units properly into the map before they start attacking local forces = Reinforcements.Reinforce(player, RocketInfantryReinforcements, { VillageSpawnPoint.Location, VillageRallyPoint.Location }, 8) Utils.Do(forces, function(a) a.Stance = "Defend" a.CallFunc(function() a.Stance = "AttackAnything" end) end) end WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") villagers = Player.GetPlayer("Villagers") Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) NodObjective1 = player.AddPrimaryObjective("Kill Nikoomba.") NodObjective2 = player.AddPrimaryObjective("Destroy the village.") NodObjective3 = player.AddSecondaryObjective("Destroy all GDI troops in the area.") GDIObjective1 = enemy.AddPrimaryObjective("Eliminate all Nod forces.") Trigger.OnKilled(Nikoomba, function() player.MarkCompletedObjective(NodObjective1) Trigger.AfterDelay(DateTime.Seconds(1), function() SendLastInfantryReinforcements() end) end) Camera.Position = StartRallyPoint.CenterPosition SendInitialForces() Trigger.AfterDelay(DateTime.Seconds(30), SendFirstInfantryReinforcements) Trigger.AfterDelay(DateTime.Seconds(60), SendSecondInfantryReinforcements) end Tick = function() if DateTime.GameTime > 2 then if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(GDIObjective1) end if villagers.HasNoRequiredUnits() then player.MarkCompletedObjective(NodObjective2) end if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(NodObjective3) end end end