--[[ Copyright 2007-2018 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. ]] Civs = { civ1, civ2, civ3 } Village = { civ1, civ2, civ3, village1, village2, village5 } SovietMCV = { "mcv" } InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" } Avengers = { "jeep", "1tnk", "2tnk", "2tnk", "1tnk" } Patrol1Group = { "jeep", "jeep", "2tnk", "2tnk" } Patrol2Group = { "jeep", "1tnk", "1tnk", "1tnk" } AlliedInfantryTypes = { "e1", "e3" } AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } InfAttack = { } ArmorAttack = { } SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location } InfReinfPath = { SWRoadPoint.Location, InVillagePoint.Location } ArmorReinfPath = { NRoadPoint.Location, CrossroadsNorthPoint.Location } Patrol1Path = { NearRadarPoint.Location, ToRadarPoint.Location, InVillagePoint.Location, ToRadarPoint.Location } Patrol2Path = { BridgeEntrancePoint.Location, NERoadTurnPoint.Location, CrossroadsEastPoint.Location, BridgeEntrancePoint.Location } VillageCamArea = { CPos.New(68, 75),CPos.New(68, 76),CPos.New(68, 77),CPos.New(68, 78),CPos.New(68, 79), CPos.New(68, 80), CPos.New(68, 81), CPos.New(68, 82) } if Map.LobbyOption("difficulty") == "easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } end AttackPaths = { { VillageEntrancePoint }, { BridgeEntrancePoint, NERoadTurnPoint, CrossroadsEastPoint } } ReinfInf = function() if Radar.IsDead or Radar.Owner ~= Greece then return end Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier) soldier.Hunt() end) end ReinfArmor = function() if not Radar.IsDead and Radar.Owner == Greece then RCheck = true Reinforcements.Reinforce(Greece, ArmorReinfGreece, ArmorReinfPath, 0, function(soldier) soldier.Hunt() end) end end BringPatrol1 = function() if Radar.IsDead or Radar.Owner ~= Greece then return end local units = Reinforcements.Reinforce(Greece, Patrol1Group, { SWRoadPoint.Location }, 0) Utils.Do(units, function(patrols) patrols.Patrol(Patrol1Path, true, 250) end) Trigger.OnAllKilled(units, function() if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1) end end) end BringPatrol2 = function() if Radar.IsDead or Radar.Owner ~= Greece then return end local units = Reinforcements.Reinforce(Greece, Patrol2Group, { NRoadPoint.Location }, 0) Utils.Do(units, function(patrols) patrols.Patrol(Patrol2Path, true, 250) end) Trigger.OnAllKilled(units, function() if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2) end end) end