--[[ Copyright (c) The OpenRA Developers and Contributors 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. ]] RunInitialActivities = function() Harvester.FindResources() IdlingUnits() Trigger.AfterDelay(10, function() BringPatrol1() BringPatrol2() BuildBase() end) Utils.Do(Map.NamedActors, function(actor) if actor.Owner == Greece and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) if building.Owner == Greece and building.Health < 3/4 * building.MaxHealth then building.StartBuildingRepairs() end end) end end) Reinforcements.Reinforce(USSR, SovietMCV, SovietStartToBasePath, 0, function(mcv) mcv.Move(StartCamPoint.Location) end) Media.PlaySpeechNotification(USSR, "ReinforcementsArrived") Trigger.OnKilled(Barr, function() BaseBarracks.exists = false end) Trigger.OnKilled(Proc, function() BaseProc.exists = false end) Trigger.OnKilled(Weap, function() BaseWeaponsFactory.exists = false end) Trigger.OnEnteredFootprint(VillageCamArea, function(actor, id) if actor.Owner == USSR then Trigger.RemoveFootprintTrigger(id) if not AllVillagersDead then VillageCamera = Actor.Create("camera", true, { Owner = USSR, Location = VillagePoint.Location }) end end end) Trigger.OnAllKilled(Village, function() if VillageCamera then VillageCamera.Destroy() end AllVillagersDead = true end) Trigger.OnAnyKilled(Civs, function() Trigger.ClearAll(civ1) Trigger.ClearAll(civ2) Trigger.ClearAll(civ3) local units = Reinforcements.Reinforce(Greece, Avengers, { SWRoadPoint.Location }, 0) Utils.Do(units, function(unit) unit.Hunt() end) end) Runner1.Move(CrossroadsEastPoint.Location) Runner2.Move(InVillagePoint.Location) Tank5.Move(V2MovePoint.Location) Trigger.AfterDelay(DateTime.Seconds(2), function() Tank1.Stop() Tank2.Stop() Tank3.Stop() Tank4.Stop() Tank5.Stop() Trigger.AfterDelay(1, function() Tank1.Move(SovietBaseEntryPointNE.Location) Tank2.Move(SovietBaseEntryPointW.Location) Tank3.Move(SovietBaseEntryPointNE.Location) Tank4.Move(SovietBaseEntryPointW.Location) Tank5.Move(V2MovePoint.Location) end) end) Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) if Difficulty == "hard" or Difficulty == "normal" then Trigger.AfterDelay(DateTime.Seconds(15), ReinfInf) end Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf) Trigger.AfterDelay(DateTime.Minutes(3), ReinfInf) Trigger.AfterDelay(DateTime.Minutes(2), ReinfArmor) end Tick = function() if Greece.HasNoRequiredUnits() then USSR.MarkCompletedObjective(KillAll) USSR.MarkCompletedObjective(KillRadar) end if USSR.HasNoRequiredUnits() then Greece.MarkCompletedObjective(BeatUSSR) end if Greece.Resources >= Greece.ResourceCapacity * 0.75 then Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25 Greece.Resources = Greece.ResourceCapacity * 0.25 end if RCheck then RCheck = false if Difficulty == "hard" then Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor) elseif Difficulty == "normal" then Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor) else Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor) end end end WorldLoaded = function() USSR = Player.GetPlayer("USSR") Greece = Player.GetPlayer("Greece") RunInitialActivities() InitObjectives(USSR) KillAll = AddPrimaryObjective(USSR, "defeat-allied-forces") BeatUSSR = AddPrimaryObjective(Greece, "") KillRadar = AddSecondaryObjective(USSR, "destroy-radar-dome-reinforcements") Trigger.OnKilled(RadarDome, function() USSR.MarkCompletedObjective(KillRadar) Media.PlaySpeechNotification(USSR, "ObjectiveMet") end) Camera.Position = StartCamPoint.CenterPosition end