LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 } GDIReinforcementsPart1 = { "jeep", "jeep" } GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" } TownAttackWave1 = { "bggy", "bggy" } TownAttackWave2 = { "ltnk", "ltnk" } TownAttackWave3 = { "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" } TownAttackWpts = { waypoint1, waypoint2 } Civvie1Wpts = { waypoint3, waypoint17 } Civvie2Wpts = { waypoint26, waypoint3, waypoint9, waypoint4, waypoint5, waypoint6, waypoint8, waypoint7, waypoint1, waypoint2 } FollowCivvieWpts = function(actor, wpts) Utils.Do(wpts, function(wpt) Actor.MoveNear(actor, wpt.Location, 2) Actor.Wait(actor, Utils.Seconds(2)) end) end FollowWaypoints = function(actor, wpts) Utils.Do(wpts, function(wpt) Actor.AttackMove(actor, wpt.Location, 2) end) end TownAttackersIdleAction = function(actor) Actor.AttackMove(actor, TownAttackWpt.Location, 2) Actor.Hunt(actor) end TownAttackAction = function(actor) Actor.OnIdle(actor, TownAttackersIdleAction) FollowWaypoints(actor, TownAttackWpts) end AttackTown = function() TownAttackTriggered = true Reinforcements.Reinforce(nod, TownAttackWave1, NodReinfEntry.Location, waypoint0.Location, Utils.Seconds(0.25), TownAttackAction) OpenRA.RunAfterDelay(Utils.Seconds(2), function() Reinforcements.Reinforce(nod, TownAttackWave2, NodReinfEntry.Location, waypoint0.Location, Utils.Seconds(1), TownAttackAction) end) OpenRA.RunAfterDelay(Utils.Seconds(4), function() Reinforcements.Reinforce(nod, TownAttackWave3, NodReinfEntry.Location, waypoint0.Location, Utils.Seconds(1), TownAttackAction) end) end SendGDIReinforcements = function() GDIReinforcementsTriggered = true Reinforcements.Reinforce(player, GDIReinforcementsPart1, GDIReinfEntry1.Location, waypoint12.Location, Utils.Seconds(1), function(actor) Media.PlaySpeechNotification("Reinforce") Actor.Move(actor, waypoint10.Location) Actor.SetStance(actor, "Defend") end) OpenRA.RunAfterDelay(Utils.Seconds(5), function() Reinforcements.ReinforceWithCargo(player, "apc", { GDIReinfEntry2, waypoint13 }, GDIReinforcementsPart2, function(apc, team) Media.PlaySpeechNotification("Reinforce") Actor.Move(apc, GDIUnloadWpt.Location) Actor.UnloadCargo(apc, true) Team.Do(team, function(unit) Actor.SetStance(unit, "Defend") end) end) end) end -- FIXME: replace with real cell trigger when available CellTrigger = function(player, trigger, radius, func) local units = Map.FindUnitsInCircle(player, trigger, radius) if #units > 0 then func() end end TownAttackTriggered = false GDIReinforcementsTriggered = false Tick = function() if Mission.RequiredUnitsAreDestroyed(player) then OpenRA.RunAfterDelay(Utils.Seconds(1), MissionFailed) end if Mission.RequiredUnitsAreDestroyed(nod) then OpenRA.RunAfterDelay(Utils.Seconds(1), MissionAccomplished) end if not TownAttackTriggered then CellTrigger(player, TownAttackTrigger, 2, AttackTown) elseif not GDIReinforcementsTriggered then CellTrigger(player, GDIReinfTrigger, 2, SendGDIReinforcements) end end WorldLoaded = function() Media.PlayMovieFullscreen("bkground.vqa", function() Media.PlayMovieFullscreen("gdi4a.vqa", function() Media.PlayMovieFullscreen("nodsweep.vqa") end) end) player = OpenRA.GetPlayer("GDI") nod = OpenRA.GetPlayer("Nod") LoseTriggerTeam = Team.New(LoseTriggerHouses) Team.AddEventHandler(LoseTriggerTeam.OnAllKilled, MissionFailed) Utils.Do(Mission.GetGroundAttackersOf(player), function(unit) Actor.SetStance(unit, "Defend") end) OpenRA.RunAfterDelay(1, function() FollowCivvieWpts(civvie1, Civvie1Wpts) FollowCivvieWpts(civvie2, Civvie2Wpts) end) OpenRA.SetViewportCenterPosition(Actor141.CenterPosition) end MissionAccomplished = function() Mission.MissionOver({ player }, nil, false) Media.PlayMovieFullscreen("burdet1.vqa") end MissionFailed = function() Mission.MissionOver(nil, { player }, false) Media.PlayMovieFullscreen("gameover.vqa") end