--[[ 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. ]] Civs = { civ1, civ2, civ3, civ4 } Village = { civ1, civ3, civ4, village1, village3 } Guards = { Guard1, Guard2, Guard3 } 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 = { } InfReinfPath = { NRoadPoint.Location, CrossroadsPoint.Location, ToVillageRoadPoint.Location, VillagePoint.Location } Patrol1Path = { ToVillageRoadPoint.Location, ToBridgePoint.Location, InBasePoint.Location } Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, IslandPoint.Location, ToRadarBridgePoint.Location } VillageCamArea = { CPos.New(37, 58),CPos.New(37, 59),CPos.New(37, 60),CPos.New(38, 60),CPos.New(39, 60), CPos.New(40, 60), CPos.New(41, 60), CPos.New(35, 57), CPos.New(34, 57), CPos.New(33, 57), CPos.New(32, 57) } if Difficulty == "easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } end AttackPaths = { { CrossroadsPoint, ToVillageRoadPoint, VillagePoint }, { EntranceSouthPoint, OrefieldSouthPoint }, { CrossroadsPoint, ToBridgePoint } } ReinfInf = function() if RadarDome.IsDead or RadarDome.Owner ~= Greece then return end Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier) soldier.Hunt() end) end ReinfArmor = function() if not RadarDome.IsDead and RadarDome.Owner == Greece then RCheck = true Reinforcements.Reinforce(Greece, ArmorReinfGreece, InfReinfPath, 0, function(soldier) soldier.Hunt() end) end end BringPatrol1 = function() if RadarDome.IsDead or RadarDome.Owner ~= Greece then return end local units = Reinforcements.Reinforce(Greece, Patrol1Group, { NRoadPoint.Location }, 0) Utils.Do(units, function(patrols) patrols.Patrol(Patrol1Path, true, 250) end) Trigger.OnAllKilled(units, function() if Difficulty == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1) end end) end BringPatrol2 = function() if RadarDome.IsDead or RadarDome.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 Difficulty == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2) end end) end