--[[ 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. ]] NodUnitsBuggy = { "bggy", "bggy", "bike", "bike" } NodUnitsRocket = { "e3", "e3", "e3", "e3", "e3", "e3" } NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" } Apc3Trigger = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) } NorthernBridgeTrigger = { CPos.New(13,41), CPos.New(14,41), CPos.New(15,41), CPos.New(14,42), CPos.New(15,42), CPos.New(16,42) } SouthernBridgeTrigger = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) } Apc1Units = { "c2", "c3", "c4", "c5" } Civilians = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8 } TargetActors = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 } Apc2Trigger = { GDIGunner1, GDIGunner2, GDIGunner3 } Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, GDIBase.Location } Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 } Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, GDIBase } FlightRouteTop = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, GDIBase } FlightRouteBottom = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, GDIBase } Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 } WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") Trigger.AfterDelay(DateTime.Seconds(3), function() local apc = Actor.Create("apc", true, { Owner = GDI, Location = Apc1Waypoints[1], Cargo = Apc1Units }) Utils.Do(Apc1Waypoints, function(waypoint) apc.AttackMove(waypoint) end) Trigger.OnEnteredFootprint(Apc3Trigger, function(a, id) if a.Owner == Nod then MoveAndHunt({ apc }, Apc3Waypoints) Trigger.RemoveFootprintTrigger(id) end end) end) Trigger.OnEnteredFootprint(NorthernBridgeTrigger, function(a, id) if a.Owner == Nod then if not CiviliansEvacuated then CiviliansEvacuated = true Utils.Do(Civilians, function(civ) Utils.Do(FlightRouteBottom, function(waypoint) civ.Move(waypoint.Location) end) Trigger.OnIdle(civ, function() if civ.Location == GDIBase.Location then Trigger.Clear(civ, "OnIdle") else civ.Move(GDIBase.Location) end end) end) end Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(SouthernBridgeTrigger, function(a, id) if a.Owner == Nod then if not CiviliansEvacuated then CiviliansEvacuated = true Utils.Do(Civilians, function(civ) Utils.Do(FlightRouteTop, function(waypoint) civ.Move(waypoint.Location) end) Trigger.OnIdle(civ, function() if civ.Location == GDIBase.Location then Trigger.Clear(civ, "OnIdle") else civ.Move(GDIBase.Location) end end) end) end Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnDiscovered(Convoi, function() MoveAndHunt({ Jeep1, Jeep2 }, Hummer1Waypoints) end) Trigger.OnAllRemovedFromWorld(Apc2Trigger, function() MoveAndHunt({ Convoi }, Apc2Waypoints) end) Trigger.OnAllRemovedFromWorld(TargetActors, function() Nod.MarkCompletedObjective(KillCivilians) end) InitObjectives(Nod) KillCivilians = AddPrimaryObjective(Nod, "destroy-village-kill-civilians") KillGDI = AddSecondaryObjective(Nod, "kill-gdi-units") Camera.Position = CameraPoint.CenterPosition Media.PlaySpeechNotification(Nod, "Reinforce") Trigger.AfterDelay(DateTime.Seconds(1), function() Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location }) end) Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location }) Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location }) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(KillCivilians) end if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(KillGDI) end end