NodStartUnitsRight = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3' } NodStartUnitsLeft = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' } Chn1Units = { 'e1', 'e1', 'e1', 'e1', 'e1' } Chn2Units = { 'e2', 'e2', 'e2', 'e2', 'e2' } Obj2Units = { 'ltnk', 'bike', 'e1', 'e1', 'e1' } Chn3CellTriggerActivator = { CPos.New(49,58), CPos.New(48,58), CPos.New(49,57), CPos.New(48,57), CPos.New(49,56), CPos.New(48,56), CPos.New(49,55), CPos.New(48,55) } DzneCellTriggerActivator = { CPos.New(61,45), CPos.New(60,45), CPos.New(59,45), CPos.New(58,45), CPos.New(57,45), CPos.New(61,44), CPos.New(60,44), CPos.New(59,44), CPos.New(58,44), CPos.New(57,44), CPos.New(61,43), CPos.New(60,43), CPos.New(58,43), CPos.New(57,43), CPos.New(61,42), CPos.New(60,42), CPos.New(59,42), CPos.New(58,42), CPos.New(57,42), CPos.New(61,41), CPos.New(60,41), CPos.New(59,41), CPos.New(58,41), CPos.New(57,41) } Win1CellTriggerActivator = { CPos.New(59,43) } Win2CellTriggerActivator = { CPos.New(54,58), CPos.New(53,58), CPos.New(52,58), CPos.New(54,57), CPos.New(53,57), CPos.New(52,57), CPos.New(54,56), CPos.New(53,56), CPos.New(52,56), CPos.New(54,55), CPos.New(53,55), CPos.New(52,55) } Grd2ActorTriggerActivator = { Guard1, Guard2, Guard3 } Atk1ActorTriggerActivator = { Atk1Activator1, Atk1Activator2 } Atk2ActorTriggerActivator = { Atk2Activator1, Atk2Activator2 } Chn1ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5 } Chn2ActorTriggerActivator = { Chn2Activator1, Chn2Activator2, Chn2Activator3 } Obj2ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator } Chn1Waypoints = { ChnEntry.Location, waypoint5.Location } Chn2Waypoints = { ChnEntry.Location, waypoint6.Location } Gdi3Waypoints = { waypoint1, waypoint3, waypoint7, waypoint8, waypoint9 } Gdi4Waypoints = { waypoint4, waypoint10, waypoint9, waypoint11, waypoint9, waypoint10 } Gdi5Waypoints = { waypoint1, waypoint4 } Gdi6Waypoints = { waypoint2, waypoints3 } Grd1TriggerFunctionTime = DateTime.Seconds(3) Grd1TriggerFunction = function() MyActors = Utils.Take(2, enemy.GetActorsByType('mtnk')) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi3Waypoints) end) end Grd2TriggerFunction = function() if not Grd2Switch then for type, count in pairs({ ['e1'] = 2, ['e2'] = 1, ['jeep'] = 1 }) do MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi4Waypoints) end) end Grd2Swicth = true end end Atk1TriggerFunction = function() if not Atk1Switch then for type, count in pairs({ ['e1'] = 3, ['e2'] = 3, ['jeep'] = 1 }) do MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi5Waypoints) end) end Atk1Switch = true end end Atk2TriggerFunction = function() if not Atk2Switch then for type, count in pairs({ ['mtnk'] = 1, ['jeep'] = 1 }) do MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi6Waypoints) end) end Atk2Switch = true end end Atk3TriggerFunction = function() if not Atk3Switch then Atk3Switch = true if not Radar.IsDead then local targets = player.GetGroundAttackers() local target = targets[DateTime.GameTime % #targets + 1].CenterPosition if target then Radar.SendAirstrike(target, false, Facing.NorthEast + 4) end end end end Chn1TriggerFunction = function() local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2] Utils.Do(cargo, function(actor) IdleHunt(actor) end) end Chn2TriggerFunction = function() local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2] Utils.Do(cargo, function(actor) IdleHunt(actor) end) end Obj2TriggerFunction = function() player.MarkCompletedObjective(NodObjective2) Reinforcements.Reinforce(player, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15) end MovementAndHunt = function(unit, waypoints) if unit ~= nil then Utils.Do(waypoints, function(waypoint) unit.AttackMove(waypoint.Location) end) IdleHunt(unit) end end InsertNodUnits = function() Camera.Position = UnitsRallyRight.CenterPosition Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) end WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.") NodObjective2 = player.AddSecondaryObjective("Destroy the houses of the GDI supporters\nin the village.") GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") InsertNodUnits() Trigger.AfterDelay(Grd1TriggerFunctionTime, Grd1TriggerFunction) Utils.Do(Grd2ActorTriggerActivator, function(actor) Trigger.OnDiscovered(actor, Grd2TriggerFunction) end) OnAnyDamaged(Atk1ActorTriggerActivator, Atk1TriggerFunction) OnAnyDamaged(Atk2ActorTriggerActivator, Atk2TriggerFunction) Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction) Trigger.OnAllKilled(Chn1ActorTriggerActivator, Chn1TriggerFunction) Trigger.OnAllKilled(Chn2ActorTriggerActivator, Chn2TriggerFunction) Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id) if a.Owner == player then Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) if a.Owner == player then Actor.Create('flare', true, { Owner = player, Location = waypoint17.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) if a.Owner == player then NodObjective3 = player.AddPrimaryObjective("Move to the evacuation point.") player.MarkCompletedObjective(NodObjective1) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) if a.Owner == player and NodObjective3 then player.MarkCompletedObjective(NodObjective3) Trigger.RemoveFootprintTrigger(id) end end) end Tick = function() if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(GDIObjective) end end IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end OnAnyDamaged = function(actors, func) Utils.Do(actors, function(actor) Trigger.OnDamaged(actor, func) end) end