RunInitialActivities = function() Harvester.FindResources() Helper.Destroy() IdlingUnits() Trigger.AfterDelay(DateTime.Seconds(1), function() BringPatrol1() Trigger.AfterDelay(DateTime.Seconds(5), function() BringPatrol2() end) 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) Trigger.OnKilled(Powr, function(building) BasePower.exists = false end) Trigger.OnKilled(Barr, function(building) BaseBarracks.exists = false end) Trigger.OnKilled(Proc, function(building) BaseProc.exists = false end) Trigger.OnKilled(Weap, function(building) BaseWeaponsFactory.exists = false end) Trigger.OnEnteredFootprint(VillageCamArea, function(actor, id) if actor.Owner == player then Trigger.RemoveFootprintTrigger(id) if not AllVillagersDead then VillageCamera = Actor.Create("camera", true, { Owner = player, 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) Trigger.ClearAll(civ4) local units = Reinforcements.Reinforce(Greece, Avengers, { NRoadPoint.Location }, 0) Utils.Do(units, function(unit) unit.Hunt() end) end) Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "medium" then Trigger.AfterDelay(DateTime.Seconds(5), 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 player.MarkCompletedObjective(KillAll) player.MarkCompletedObjective(KillRadar) end if player.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 Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor) elseif Map.LobbyOption("difficulty") == "medium" then Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor) else Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor) end end end WorldLoaded = function() player = Player.GetPlayer("USSR") Greece = Player.GetPlayer("Greece") RunInitialActivities() 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) KillAll = player.AddPrimaryObjective("Defeat the Allied forces.") BeatUSSR = Greece.AddPrimaryObjective("Defeat the Soviet forces.") KillRadar = player.AddSecondaryObjective("Destroy Allied Radar Dome to stop enemy\nreinforcements.") Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnKilled(Radar, function() player.MarkCompletedObjective(KillRadar) Media.PlaySpeechNotification(player, "ObjectiveMet") end) Trigger.OnDamaged(Harvester, function() Utils.Do(Guards, function(unit) if not unit.IsDead and not Harvester.IsDead then unit.AttackMove(Harvester.Location) end end) end) Camera.Position = StartCamPoint.CenterPosition end