HarkonnenBase = { HBarracks, HWindTrap1, HWindTrap2, HLightFactory, HOutpost, HConyard, HRefinery, HSilo1, HSilo2, HSilo3, HSilo4 } HarkonnenBaseAreaTrigger = { CPos.New(2, 58), CPos.New(3, 58), CPos.New(4, 58), CPos.New(5, 58), CPos.New(6, 58), CPos.New(7, 58), CPos.New(8, 58), CPos.New(9, 58), CPos.New(10, 58), CPos.New(11, 58), CPos.New(12, 58), CPos.New(13, 58), CPos.New(14, 58), CPos.New(15, 58), CPos.New(16, 58), CPos.New(16, 59), CPos.New(16, 60) } HarkonnenReinforcements = { easy = { { "light_inf", "trike", "trooper" }, { "light_inf", "trike", "quad" }, { "light_inf", "light_inf", "trooper", "trike", "trike", "quad" } }, normal = { { "light_inf", "trike", "trooper" }, { "light_inf", "trike", "trike" }, { "light_inf", "light_inf", "trooper", "trike", "trike", "quad" }, { "light_inf", "light_inf", "trooper", "trooper" }, { "light_inf", "light_inf", "light_inf", "light_inf" }, { "light_inf", "trike", "quad", "quad" } }, hard = { { "trike", "trike", "quad" }, { "light_inf", "trike", "trike" }, { "trooper", "trooper", "light_inf", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" }, { "light_inf", "light_inf", "trooper", "trooper" }, { "trike", "trike", "quad", "quad", "quad", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" }, { "light_inf", "trike", "light_inf", "trooper", "trooper", "quad" }, { "trike", "trike", "quad", "quad", "quad", "trike" } } } HarkonnenAttackDelay = { easy = DateTime.Minutes(5), normal = DateTime.Minutes(2) + DateTime.Seconds(40), hard = DateTime.Minutes(1) + DateTime.Seconds(20) } HarkonnenAttackWaves = { easy = 3, normal = 6, hard = 9 } HarkonnenPaths = { { HarkonnenEntry1.Location, HarkonnenRally1.Location }, { HarkonnenEntry2.Location, HarkonnenRally2.Location }, { HarkonnenEntry3.Location, HarkonnenRally3.Location } } HarkonnenHunters = { "light_inf", "light_inf", "trike", "quad" } HarkonnenInitialReinforcements = { "light_inf", "light_inf", "quad", "quad", "trike", "trike", "trooper", "trooper" } HarkonnenHunterPath = { HarkonnenEntry5.Location, HarkonnenRally5.Location } HarkonnenInitialPath = { HarkonnenEntry4.Location, HarkonnenRally4.Location } OrdosReinforcements = { "quad", "raider" } OrdosPath = { OrdosEntry.Location, OrdosRally.Location } OrdosBaseBuildings = { "barracks", "light_factory" } OrdosUpgrades = { "upgrade.barracks", "upgrade.light" } wave = 0 SendHarkonnen = function() Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function() if player.IsObjectiveCompleted(KillHarkonnen) then return end wave = wave + 1 if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then return end local path = Utils.Random(HarkonnenPaths) local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2] Utils.Do(units, IdleHunt) SendHarkonnen() end) end MessageCheck = function(index) return #player.GetActorsByType(OrdosBaseBuildings[index]) > 0 and not player.HasPrerequisites({ OrdosUpgrades[index] }) end SendHunters = function(areaTrigger, unit, path, check) Trigger.OnEnteredFootprint(areaTrigger, function(a, id) if not check and a.Owner == player then local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", unit, path, { path[1] })[2] Utils.Do(units, IdleHunt) check = true end end) end Tick = function() if player.HasNoRequiredUnits() then harkonnen.MarkCompletedObjective(KillOrdos) end if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat") player.MarkCompletedObjective(KillHarkonnen) end if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then local units = harkonnen.GetActorsByType("harvester") if #units > 0 then HarvesterKilled = false ProtectHarvester(units[1]) end end if DateTime.GameTime % DateTime.Seconds(32) == 0 and (MessageCheck(1) or MessageCheck(2)) then Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat") end end WorldLoaded = function() harkonnen = Player.GetPlayer("Harkonnen") player = Player.GetPlayer("Ordos") InitObjectives() Camera.Position = OConyard.CenterPosition Trigger.OnAllKilled(HarkonnenBase, function() Utils.Do(harkonnen.GetGroundAttackers(), IdleHunt) end) SendHarkonnen() ActivateAI() Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function() Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", OrdosReinforcements, OrdosPath, { OrdosPath[1] }) end) SendHunters(HarkonnenBaseAreaTrigger, HarkonnenHunters, HarkonnenHunterPath, HuntersSent) end InitObjectives = function() Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) KillOrdos = harkonnen.AddPrimaryObjective("Kill all Ordos units.") KillHarkonnen = player.AddPrimaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.") 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.OnPlayerLost(player, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(player, "Lose") end) end) Trigger.OnPlayerWon(player, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(player, "Win") end) end) end