Reinforcements = { } Reinforcements.PerformHelicopterInsertion = function(owner, helicopterName, passengerNames, enterPosition, unloadPosition, exitPosition) local facing = { Map.GetFacing(WPos.op_Subtraction(unloadPosition, enterPosition), 0), "Int32" } local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" } local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude }) local cargo = Actor.Trait(heli, "Cargo") local passengers = { } for i, passengerName in ipairs(passengerNames) do local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner }) cargo:Load(heli, passenger) passengers[i] = passenger end Actor.HeliFly(heli, unloadPosition) Actor.Turn(heli, 0) Actor.HeliLand(heli, true) Actor.UnloadCargo(heli, true) Actor.Wait(heli, 125) Actor.HeliFly(heli, exitPosition) Actor.RemoveSelf(heli) return heli, passengers end Reinforcements.PerformHelicopterExtraction = function(owner, helicopterName, passengers, enterPosition, loadPosition, exitPosition) local facing = { Map.GetFacing(WPos.op_Subtraction(loadPosition, enterPosition), 0), "Int32" } local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" } local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude }) local cargo = Actor.Trait(heli, "Cargo") Actor.HeliFly(heli, loadPosition) Actor.Turn(heli, 0) Actor.HeliLand(heli, true) Actor.WaitFor(heli, function() return Utils.All(passengers, function(passenger) return cargo.Passengers:Contains(passenger) end) end) Actor.Wait(heli, 125) Actor.HeliFly(heli, exitPosition) Actor.RemoveSelf(heli) return heli end Reinforcements.PerformInsertion = function(owner, vehicleName, passengerNames, enterPath, exitPath) local facing = { 0, "Int32" } if #enterPath > 1 then facing = { Map.GetFacing(CPos.op_Subtraction(enterPath[2], enterPath[1]), 0), "Int32" } end local vehicle = Actor.Create(vehicleName, { Owner = owner, Location = enterPath[1], Facing = facing }) local cargo = Actor.Trait(vehicle, "Cargo") local passengers = { } for i, passengerName in ipairs(passengerNames) do local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner }) passengers[i] = passenger cargo:Load(vehicle, passenger) end Utils.Do(Utils.Skip(enterPath, 1), function(l) Actor.ScriptedMove(vehicle, l) end) Actor.UnloadCargo(vehicle, true) Actor.Wait(vehicle, 25) Utils.Do(exitPath, function(l) Actor.ScriptedMove(vehicle, l) end) Actor.RemoveSelf(vehicle) return vehicle, passengers 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