nodInBaseTeam = { RushBuggy, RushRifle1, RushRifle2, RushRifle3 } MobileConstructionVehicle = { "mcv" } EngineerReinforcements = { "e6", "e6", "e6" } VehicleReinforcements = { "jeep" } AttackerSquadSize = 3 ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint) local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart }) local subcell = 0 Utils.Do(units, function(a) transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell })) subcell = subcell + 1 end) transport.ScriptedMove(transportUnload) transport.CallFunc(function() Utils.Do(units, function() local a = transport.UnloadPassenger() a.IsInWorld = true a.MoveIntoWorld(transport.Location - CVec.New(0, 1)) if rallypoint ~= nil then a.Move(rallypoint) end end) end) transport.Wait(5) transport.ScriptedMove(transportStart) transport.Destroy() end Reinforce = function(units) Media.PlaySpeechNotification(player, "Reinforce") ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location) end BridgeheadSecured = function() Reinforce(MobileConstructionVehicle) Trigger.AfterDelay(DateTime.Seconds(15), NodAttack) Trigger.AfterDelay(DateTime.Seconds(30), function() Reinforce(EngineerReinforcements) end) Trigger.AfterDelay(DateTime.Seconds(120), function() Reinforce(VehicleReinforcements) end) end NodAttack = function() local nodUnits = enemy.GetGroundAttackers() if #nodUnits > AttackerSquadSize * 2 then local attackers = Utils.Skip(nodUnits, #nodUnits - AttackerSquadSize) Utils.Do(attackers, function(unit) unit.AttackMove(NodAttackWaypoint.Location) Trigger.OnIdle(unit, unit.Hunt) end) Trigger.OnAllKilled(attackers, function() Trigger.AfterDelay(DateTime.Seconds(15), NodAttack) end) end end WorldLoaded = function() player = Player.GetPlayer("GDI") enemy = Player.GetPlayer("Nod") 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) nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops") gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area") gdiObjective2 = player.AddSecondaryObjective("Capture the Tiberium Refinery") Trigger.OnCapture(NodRefinery, function() player.MarkCompletedObjective(gdiObjective2) end) Trigger.OnKilled(NodRefinery, function() player.MarkFailedObjective(gdiObjective2) end) Trigger.OnAllKilled(nodInBaseTeam, BridgeheadSecured) end Tick = function() if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(nodObjective) end if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(gdiObjective1) end end