--[[ Copyright 2007-2020 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. ]] NodUnitsBuggy = { "bggy", "bggy", "bike", "bike" } NodUnitsRocket = { "e3", "e3", "e3", "e3", "e3", "e3" } NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" } Apc3Trigger = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) } Civ1CellTriggerActivator = { CPos.New(24,52), CPos.New(23,52), CPos.New(22,52), CPos.New(23,51), CPos.New(22,51), CPos.New(21,51) } Civ2CellTriggerActivator = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) } Apc1Units = { "c2", "c3", "c4", "c5" } TargetActors = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 } Apc2Trigger = { NodGunner1, NodGunner2, NodGunner3 } Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, waypoint9.Location } Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 } Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, waypoint9 } Civ1Waypoints = { waypoint3, waypoint2, waypoint3, waypoint1, waypoint2, waypoint11, waypoint10, waypoint8, waypoint9 } Civ2Waypoints = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, waypoint9 } Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 } WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") Trigger.AfterDelay(DateTime.Seconds(3), function() Reinforcements.ReinforceWithTransport(GDI, "apc", Apc1Units, Apc1Waypoints, nil, function(transport, cargo) Utils.Do(cargo, IdleHunt) end) end) Trigger.OnEnteredFootprint(Civ2CellTriggerActivator, function(a, id) if a.Owner == Nod then for type, count in pairs({ ["c6"] = 1, ["c7"] = 1, ["c8"] = 1, ["c9"] = 1 }) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Civ2Waypoints) end Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Civ1CellTriggerActivator, function(a, id) if a.Owner == Nod then for type, count in pairs({ ["c2"] = 1, ["c3"] = 1, ["c4"] = 1, ["c5"] = 1 }) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Civ1Waypoints) end Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnDiscovered(Convoi, function() MoveAndHunt(Utils.Take(2, GDI.GetActorsByType("jeep")), Hummer1Waypoints) end) Trigger.OnAllRemovedFromWorld(Apc2Trigger, function() MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("apc")), Apc2Waypoints) end) Trigger.OnEnteredFootprint(Apc3Trigger, function(a, id) if a.Owner == Nod then MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("apc")), Apc3Waypoints) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnAllRemovedFromWorld(TargetActors, function() Nod.MarkCompletedObjective(KillCivilians) end) InitObjectives(Nod) KillCivilians = Nod.AddObjective("Destroy the village and kill all civilians.") KillGDI = Nod.AddObjective("Kill all GDI units in the area.", "Secondary", false) Camera.Position = CameraPoint.CenterPosition Media.PlaySpeechNotification(Nod, "Reinforce") Trigger.AfterDelay(DateTime.Seconds(1), function() Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location }, nil, nil) end) Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location }, nil, nil) Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location }, nil, nil) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(KillCivilians) end if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(KillGDI) end end