--[[ 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. ]] TruckStops = { TruckStop1, TruckStop2, TruckStop3, TruckStop4, TruckStop5, TruckStop6, TruckStop7, TruckStop8 } MissionStartAttackUnits = { StartAttack1tnk1, StartAttack1tnk2, StartAttackArty1, StartAttackArty2, StartAttackArty3 } TruckEscape = { TruckEscape1, TruckEscape2, TruckEscape3, TruckEscape4, TruckEscape5, TruckEscapeWest } BackupRoute = { TruckEscape2, TruckEscape1, TruckEscapeEast } MissionStart = function() Utils.Do(TruckStops, function(waypoint) StolenTruck.Move(waypoint.Location) end) Trigger.AfterDelay(DateTime.Seconds(5), function() Utils.Do(MissionStartAttackUnits, function(actor) actor.AttackMove(DefaultCameraPosition.Location) end) end) Trigger.AfterDelay(DateTime.Seconds(45), function() Media.DisplayMessage("Commander, the truck has stopped at a nearby allied base.\nAllied radio intercepts say the truck has orders to flee the battlefield\nif any Soviet units approach the base.") end) Trigger.OnKilled(StolenTruck, function() USSR.MarkCompletedObjective(DestroyTruck) USSR.MarkCompletedObjective(DefendCommand) end) Trigger.OnKilled(CommandCenter, function() USSR.MarkFailedObjective(DefendCommand) end) end Trigger.OnEnteredProximityTrigger(TruckAlarm.CenterPosition, WDist.FromCells(11), function(actor, triggerflee) if actor.Owner == USSR and actor.Type ~= "badr" and actor.Type ~= "u2" and actor.Type ~= "camera.spyplane" then Trigger.RemoveProximityTrigger(triggerflee) Media.DisplayMessage("The convoy truck is attempting to escape!") EscapeCamera = Actor.Create("camera", true, { Owner = USSR, Location = TruckAlarm.Location }) Media.PlaySoundNotification(USSR, "AlertBleep") Utils.Do(TruckEscape, function(waypoint) StolenTruck.Move(waypoint.Location) end) Trigger.AfterDelay(DateTime.Seconds(5), function() EscapeCamera.Destroy() end) Trigger.OnIdle(StolenTruck, function() Utils.Do(BackupRoute, function(waypoint) StolenTruck.Move(waypoint.Location) end) end) end end) Trigger.OnEnteredFootprint(({ TruckEscapeWest.Location } or { TruckEscapeEast.Location }), function(actor, triggerlose) if actor.Owner == Greece and actor.Type == "truk" then Trigger.RemoveFootprintTrigger(triggerlose) actor.Destroy() USSR.MarkFailedObjective(DestroyTruck) end end) Tick = function() Greece.Cash = 50000 Germany.Cash = 50000 end WorldLoaded = function() USSR = Player.GetPlayer("USSR") Germany = Player.GetPlayer("Germany") Greece = Player.GetPlayer("Greece") Trigger.OnObjectiveAdded(USSR, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) DestroyTruck = USSR.AddObjective("Destroy the stolen convoy truck.\nDo not let it escape.") DefendCommand = USSR.AddObjective("Defend our forward command center.") Trigger.OnObjectiveCompleted(USSR, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(USSR, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerLost(USSR, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(USSR, "MissionFailed") end) end) Trigger.OnPlayerWon(USSR, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(USSR, "MissionAccomplished") end) end) Camera.Position = DefaultCameraPosition.CenterPosition MissionStart() ActivateAI() end