Reinforcements = { } Reinforcements.Insert = function(owner, transportName, passengerNames, enterPath, exitPath) local facing = { Map.GetFacing(CPos.op_Subtraction(enterPath[2], enterPath[1]), 0), "Int32" } local altitude = Actor.InitialAltitude(transportName) local transport = Actor.Create(transportName, { Owner = owner, Location = enterPath[1], Facing = facing, Altitude = { altitude, "Int32" } }) local cargo = Actor.Trait(transport, "Cargo") local passengers = { } for i, passengerName in ipairs(passengerNames) do local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner }) passengers[i] = passenger cargo:Load(transport, passenger) end Utils.Do(Utils.Skip(enterPath, 1), function(l) Actor.ScriptedMove(transport, l) end) Actor.AfterMove(transport) Actor.UnloadCargo(transport, true) Actor.Wait(transport, 25) Utils.Do(exitPath, function(l) Actor.ScriptedMove(transport, l) end) Actor.RemoveSelf(transport) return transport, passengers end Reinforcements.Extract = function(owner, transportName, passengerNames, enterPath, exitPath) local facing = { Map.GetFacing(CPos.op_Subtraction(enterPath[2], enterPath[1]), 0), "Int32" } local altitude = Actor.InitialAltitude(transportName) local transport = Actor.Create(transportName, { Owner = owner, Location = enterPath[1], Facing = facing, Altitude = { altitude, "Int32" } }) local cargo = Actor.Trait(transport, "Cargo") Utils.Do(Utils.Skip(enterPath, 1), function(l) Actor.ScriptedMove(transport, l) end) Actor.AfterMove(transport) Actor.WaitFor(transport, function() return Utils.All(passengerNames, function(passenger) return cargo.Passengers:Contains(passenger) end) end) Actor.Wait(transport, 125) Utils.Do(exitPath, function(l) Actor.ScriptedMove(transport, l) end) Actor.RemoveSelf(transport) return transport end Reinforcements.Reinforce = function(owner, reinforcementNames, enterLocation, rallyPointLocation, interval, onCreateFunc) local facing = { Map.GetFacing(CPos.op_Subtraction(rallyPointLocation, enterLocation), 0), "Int32" } local reinforcements = { } for i, reinforcementName in ipairs(reinforcementNames) do local reinforcement = Actor.Create(reinforcementName, { AddToWorld = false, Owner = owner, Location = enterLocation, Facing = facing }) reinforcements[i] = reinforcement OpenRA.RunAfterDelay((i - 1) * interval, function() World:Add(reinforcement) Actor.MoveNear(reinforcement, rallyPointLocation, 2) if onCreateFunc ~= nil then onCreateFunc(reinforcement) end end) end return reinforcements end