GDI1 = { teamType = "atk", units = { ['e2'] = 3 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint14 }, delay = 40 } GDI2 = { teamType = "atk", units = { ['mtnk'] = 2 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint9 }, delay = 30 } GDI3 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 } GDI4 = { teamType = "atk", units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 30 } GDI5 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 } GDI6 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 } GDI7 = { teamType = "atk", units = { ['jeep'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 } GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 } GDI9 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint8 }, delay = 80 } GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 } AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20) AutoAttackWaves = { GDI3, GDI4, GDI5, GDI6, GDI7, GDI8, GDI9, GDI10 } IntroAttackWaves = { GDI1, GDI2 } WhitelistedStructures = { 'afld', 'hand', 'hq', 'nuke', 'silo', 'proc', 'sam' } NodUnitsBikes = { 'bike', 'bike', 'bike' } NodUnitsEngineers = { 'e6', 'e6' } NodUnitsRockets = { 'e3', 'e3', 'e3', 'e3' } NodUnitsGunners = { 'e1', 'e1', 'e1', 'e1' } NodUnitsFlamers = { 'e4', 'e4', 'e4', 'e4' } ReinforcementsRockets = { 'e3', 'e3', 'e3', 'e3', 'e3' } NodBase = { NodBuilding1, NodBuilding2, NodBuilding3, NodHarvester } AbandonedBaseTrigger = { CPos.New(12, 42), CPos.New(11, 42), CPos.New(10, 42), CPos.New(13, 41), CPos.New(12, 41), CPos.New(11, 41), CPos.New(14, 40), CPos.New(13, 40), CPos.New(12, 40), CPos.New(6, 40), CPos.New(5, 40), CPos.New(4, 40), CPos.New(6, 39), CPos.New(5, 39), CPos.New(4, 39), CPos.New(6, 38), CPos.New(5, 38), CPos.New(4, 38) } ReinforcementsTrigger = { CPos.New(35, 23), CPos.New(34, 23), CPos.New(35, 22), CPos.New(34, 22), CPos.New(35, 21), CPos.New(34, 21), CPos.New(35, 20), CPos.New(34, 20), CPos.New(35, 19), CPos.New(34, 19), CPos.New(35, 18), CPos.New(34, 18), CPos.New(35, 17), CPos.New(34, 17), CPos.New(35, 16), CPos.New(34, 16), CPos.New(35, 15), CPos.New(34, 15), CPos.New(35, 14), CPos.New(34, 14), CPos.New(35, 13), CPos.New(34, 13), CPos.New(35, 12), CPos.New(34, 12), CPos.New(47, 11), CPos.New(46, 11), CPos.New(57, 19), CPos.New(56, 19), CPos.New(55, 19), CPos.New(54, 19), CPos.New(53, 19), CPos.New(52, 19), CPos.New(51, 19), CPos.New(50, 19), CPos.New(49, 19), CPos.New(48, 19), CPos.New(47, 19), CPos.New(46, 19), CPos.New(57, 18), CPos.New(56, 18), CPos.New(55, 18), CPos.New(54, 18), CPos.New(53, 18), CPos.New(52, 18), CPos.New(51, 18), CPos.New(50, 18), CPos.New(49, 18), CPos.New(48, 18), CPos.New(47, 18), CPos.New(46, 18), CPos.New(47, 17), CPos.New(46, 17), CPos.New(47, 16), CPos.New(46, 16), CPos.New(47, 15), CPos.New(46, 15), CPos.New(47, 14), CPos.New(46, 14), CPos.New(47, 13), CPos.New(46, 13), CPos.New(47, 12), CPos.New(46, 12) } CaptureStructures = function(actor) for i = 1, #WhitelistedStructures do structures = player.GetActorsByType(WhitelistedStructures[i]) if #structures > 0 then if not actor.IsDead and not structures[1].IsDead then actor.Capture(structures[1]) return end end end end CheckForSams = function() local sams = player.GetActorsByType("sam") return #sams >= 3 end searches = 0 getAirstrikeTarget = function() local list = player.GetGroundAttackers() if #list == 0 then return end local target = list[DateTime.GameTime % #list + 1].CenterPosition local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor) return actor.Type == "sam" end) if #sams == 0 then searches = 0 return target elseif searches < 6 then searches = searches + 1 return getAirstrikeTarget() else searches = 0 return nil end end GetCargo = function(team) cargo = { } for type, count in pairs(team.units) do for i = 1, count, 1 do cargo[#cargo + 1] = type end end return cargo end InsertNodUnits = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsTopSpawn.Location, ReinforcementsTank1Rally.Location }, 1) Reinforcements.Reinforce(player, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10) Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsTopSpawn.Location, ReinforcementsRocketsRally.Location }, 10) Trigger.AfterDelay(DateTime.Seconds(3), function() Reinforcements.Reinforce(player, NodUnitsGunners, { ReinforcementsBottomSpawn.Location, ReinforcementsGunnersRally.Location }, 10) Reinforcements.Reinforce(player, NodUnitsFlamers, { ReinforcementsTopSpawn.Location, ReinforcementsFlamersRally.Location }, 10) Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsBottomSpawn.Location, ReinforcementsTank2Rally.Location }, 10) end) end SendAttackWave = function(team) for type, amount in pairs(team.units) do count = 0 actors = enemy.GetActorsByType(type) Utils.Do(actors, function(actor) if actor.IsIdle and count < amount then SetAttackWaypoints(actor, team.waypoints) if actor.Type == "e6" then CaptureStructures(actor) else IdleHunt(actor) end count = count + 1 end end) end end SetAttackWaypoints = function(actor, waypoints) if not actor.IsDead then Utils.Do(waypoints, function(waypoint) actor.AttackMove(waypoint.Location) end) end end SendGDIAirstrike = function(hq, delay) if not hq.IsDead and hq.Owner == enemy then local target = getAirstrikeTarget() if target then hq.SendAirstrike(target, false, Facing.NorthEast + 4) Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) else Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) end end end SendWaves = function(counter, Waves) if counter <= #Waves then local team = Waves[counter] if team.teamType == "atk" then SendAttackWave(team) elseif team.teamType == "rei" then SendReinforcementsWave(team) end Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end end SendReinforcementsWave = function(team) Reinforcements.ReinforceWithTransport(enemy, "apc", GetCargo(team), { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers) SetReinforcementsWaypoints(transport, team.waypoints) transport.UnloadPassengers() Trigger.OnPassengerExited(transport, function(_, passenger) Utils.Do(passengers, function(actor) if actor.Type == "e6" then CaptureStructures(actor) else IdleHunt(actor) end end) if not transport.HasPassengers then IdleHunt(transport) end end) end) end SetReinforcementsWaypoints = function(actor, waypoints) if not actor.IsDead then Utils.Do(waypoints, function(waypoint) actor.Move(waypoint.Location) end) end end StartWaves = function(Waves) SendWaves(1, Waves) end Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id) if not abandonedBaseTrigger and a.Owner == player then abandonedBaseTrigger = true FlareCamera = Actor.Create("camera", true, { Owner = player, Location = waypoint25.Location }) Flare = Actor.Create("flare", true, { Owner = player, Location = waypoint25.Location }) Utils.Do(NodBase, function(actor) if not actor.IsDead then actor.Owner = player end end) player.MarkCompletedObjective(NodObjective1) Trigger.AfterDelay(DateTime.Seconds(3), function() Media.PlaySpeechNotification(player, "NewOptions") end) end end) Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id) if not reinforcementsTrigger and a.Owner == player and a.Type ~= 'harv' then reinforcementsTrigger = true Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.ReinforceWithTransport(player, 'tran.in', ReinforcementsRockets, { ReinforcementsHelicopterSpawn.Location, waypoint24.Location }, { ReinforcementsHelicopterSpawn.Location }, nil, nil) end) StartWaves(IntroAttackWaves) Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end) Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end) Trigger.AfterDelay(DateTime.Minutes(3), function()StartWaves(AutoAttackWaves) end) Trigger.AfterDelay(DateTime.Minutes(2), function() Flare.Destroy() FlareCamera.Kill() end) end end) WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") Camera.Position = waypoint26.CenterPosition InsertNodUnits() StartAI(GDICYard) 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("Find the Nod base.") NodObjective2 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.") NodObjective3 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.") GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.") end Tick = function() if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(NodObjective2) end if not player.IsObjectiveCompleted(NodObjective3) and CheckForSams() then player.MarkCompletedObjective(NodObjective3) end end