--[[ 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. ]] NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" } Engineers = { "e6", "e6", "e6" } FirstAttackWaveUnits = { "e1", "e1", "e2" } SecondAttackWaveUnits = { "e1", "e1", "e1" } ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" } SendAttackWave = function(units, action) Reinforcements.Reinforce(enemy, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action) end FirstAttackWave = function(soldier) soldier.Move(WP2.Location) soldier.Move(WP3.Location) soldier.Move(WP4.Location) soldier.AttackMove(PlayerBase.Location) end SecondAttackWave = function(soldier) soldier.Move(WP5.Location) soldier.Move(WP6.Location) soldier.Move(WP7.Location) soldier.Move(WP9.Location) soldier.AttackMove(PlayerBase.Location) end InsertNodUnits = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, { "mcv" }, { McvEntry.Location, McvDeploy.Location }) Reinforcements.Reinforce(player, NodUnits, { NodEntry.Location, NodRallypoint.Location }) Trigger.AfterDelay(DateTime.Seconds(15), function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, Engineers, { McvEntry.Location, PlayerBase.Location }) end) end WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") 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) gdiObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.") nodObjective1 = player.AddPrimaryObjective("Capture the prison.") nodObjective2 = player.AddSecondaryObjective("Destroy all GDI forces.") Trigger.OnKilled(TechCenter, function() player.MarkFailedObjective(nodObjective1) end) Trigger.OnCapture(TechCenter, function() Trigger.AfterDelay(DateTime.Seconds(2), function() player.MarkCompletedObjective(nodObjective1) end) end) InsertNodUnits() Trigger.AfterDelay(DateTime.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end) Trigger.AfterDelay(DateTime.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end) Trigger.AfterDelay(DateTime.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end) end Tick = function() if DateTime.GameTime > 2 then if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(gdiObjective) end if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(nodObjective2) end end end