nodInBaseTeam = { RushBuggy, RushRifle1, RushRifle2, RushRifle3 } MobileConstructionVehicle = { "mcv" } EngineerReinforcements = { "e6", "e6", "e6" } VehicleReinforcements = { "jeep" } AttackerSquadSize = 3 Reinforce = function(passengers) Reinforcements.ReinforceWithTransport(player, "oldlst", passengers, { lstStart.Location, lstEnd.Location }, { lstStart.Location }) Media.PlaySpeechNotification(player, "Reinforce") end BridgeheadSecured = function() Reinforce(MobileConstructionVehicle) Trigger.AfterDelay(Utils.Seconds(15), NodAttack) Trigger.AfterDelay(Utils.Seconds(30), function() Reinforce(EngineerReinforcements) end) Trigger.AfterDelay(Utils.Seconds(120), function() Reinforce(VehicleReinforcements) end) end NodAttack = function() local nodUnits = enemy.GetGroundAttackers() if #nodUnits > AttackerSquadSize * 2 then local attackers = Utils.Skip(nodUnits, #nodUnits - AttackerSquadSize) Utils.Do(attackers, function(unit) unit.AttackMove(waypoint2.Location) Trigger.OnIdle(unit, unit.Hunt) end) Trigger.OnAllKilled(attackers, function() Trigger.AfterDelay(Utils.Seconds(15), NodAttack) end) end end WorldLoaded = function() player = Player.GetPlayer("GDI") enemy = Player.GetPlayer("Nod") 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") Trigger.AfterDelay(Utils.Seconds(1), function() Media.PlayMovieFullscreen("flag.vqa") end) end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") Trigger.AfterDelay(Utils.Seconds(1), function() Media.PlayMovieFullscreen("gameover.vqa") end) end) nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops") gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area") gdiObjective2 = player.AddSecondaryObjective("Capture the Tiberium Refinery") Trigger.OnCapture(NodRefinery, function() player.MarkCompletedObjective(gdiObjective2) end) Trigger.OnKilled(NodRefinery, function() player.MarkFailedObjective(gdiObjective2) end) Trigger.OnAllKilled(nodInBaseTeam, BridgeheadSecured) end Tick = function() if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(nodObjective) end if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(gdiObjective1) end end