WaypointGroup1 = { waypoint0, waypoint15 } WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 } WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 } WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 } GDI1 = { units = { ['e2'] = 2, ['e6'] = 1 }, waypoints = WaypointGroup4, delay = 40 } GDI2 = { units = { ['e1'] = 1, ['e2'] = 1}, waypoints = WaypointGroup3, delay = 40 } GDI3 = { units = { ['e2'] = 1, ['e3'] = 1, ['jeep'] = 1 }, waypoints = WaypointGroup2, delay = 40 } GDI4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 40 } GDI5 = { units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 40 } GDI6 = { units = { ['e2'] = 2, ['e2'] = 3 }, waypoints = WaypointGroup1, delay = 40 } Auto1 = { units = { ['e1'] = 3, ['e2'] = 2 }, waypoints = WaypointGroup3, delay = 40 } Auto2 = { units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 40 } Auto3 = { units = { ['e1'] = 1, ['e3'] = 2 }, waypoints = WaypointGroup2, delay = 40 } Auto4 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 40 } Auto5 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup2, delay = 50 } Auto6 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup3, delay = 40 } Auto7 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup2, delay = 50 } Auto8 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 30 } AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10) AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 } WhitelistedStructures = { 'afld', 'hand', 'hq', 'nuke', 'silo', 'proc', 'sam' } NodUnitsTanks = { 'ltnk', 'ltnk', 'ltnk' } NodUnitsBikes = { 'bike', 'bike', 'bike' } NodUnitsBuggys = { 'bggy', 'bggy', 'bggy' } NodUnitsRockets = { 'e3', 'e3', 'e3' } NodUnitsGunners = { 'e1', 'e1', 'e1' } Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) } Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) } Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) } Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) } CaptureStructures = function(actor) for i = 1, #WhitelistedStructures do structures = player.GetActorsByType(WhitelistedStructures[i]) if #structures > 0 then if not actor.IsDead and not structures[1].IsDead then actor.Capture(structures[1]) return end end end end CheckForSams = function() local sams = player.GetActorsByType("sam") return #sams >= 3 end searches = 0 getAirstrikeTarget = function() local list = player.GetGroundAttackers() if #list == 0 then return end local target = list[DateTime.GameTime % #list + 1].CenterPosition local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor) return actor.Type == "sam" end) if #sams == 0 then searches = 0 return target elseif searches < 6 then searches = searches + 1 return getAirstrikeTarget() else searches = 0 return nil end end GetCargo = function(team) cargo = { } for type, count in pairs(team.units) do for i = 1, count, 1 do cargo[#cargo + 1] = type end end return cargo end InsertNodUnits = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1) Reinforcements.Reinforce(player, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50) Reinforcements.Reinforce(player, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50) Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50) Trigger.AfterDelay(DateTime.Seconds(6), function() Reinforcements.Reinforce(player, { 'mcv' }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location }) Reinforcements.Reinforce(player, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50) end) end SendAttackWave = function(team) for type, amount in pairs(team.units) do count = 0 actors = enemy.GetActorsByType(type) Utils.Do(actors, function(actor) if actor.IsIdle and count < amount then SetAttackWaypoints(actor, team.waypoints) if actor.Type == "e6" then CaptureStructures(actor) else IdleHunt(actor) end count = count + 1 end end) end end SetAttackWaypoints = function(actor, waypoints) if not actor.IsDead then Utils.Do(waypoints, function(waypoint) actor.AttackMove(waypoint.Location) end) end end SendGDIAirstrike = function(hq, delay) if not hq.IsDead and hq.Owner == enemy then local target = getAirstrikeTarget() if target then hq.SendAirstrike(target, false, Facing.NorthEast + 4) Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) else Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) end end end SendWaves = function(counter, Waves) if counter <= #Waves then local team = Waves[counter] SendAttackWave(team) Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end end SendReinforcementsWave = function(team) Reinforcements.ReinforceWithTransport(enemy, "apc", GetCargo(team), { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers) SetReinforcementsWaypoints(transport, team.waypoints) transport.UnloadPassengers() Trigger.OnPassengerExited(transport, function(_, passenger) Utils.Do(passengers, function(actor) if actor.Type == "e6" then CaptureStructures(actor) else IdleHunt(actor) end end) if not transport.HasPassengers then IdleHunt(transport) end end) end) end SetReinforcementsWaypoints = function(actor, waypoints) if not actor.IsDead then Utils.Do(waypoints, function(waypoint) actor.Move(waypoint.Location) end) IdleHunt(actor) end end StartWaves = function() SendWaves(1, AutoAttackWaves) end Trigger.OnEnteredFootprint(Atk1, function(a, id) if not atk1Trigger and a.Owner == player then atk1Trigger = true SendAttackWave(GDI5) end end) Trigger.OnEnteredFootprint(Atk2, function(a, id) if not atk2Trigger and a.Owner == player then atk2Trigger = true SendAttackWave(GDI4) end end) Trigger.OnEnteredFootprint(Atk3, function(a, id) if not atk3Trigger and a.Owner == player then atk3Trigger = true SendAttackWave(GDI6) end end) Trigger.OnEnteredFootprint(Atk4, function(a, id) if not atk4Trigger and a.Owner == player then atk4Trigger = true SendReinforcementsWave(GDI1) end end) WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") Camera.Position = waypoint26.CenterPosition InsertNodUnits() StartAI(GDICYard) Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end) Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end) Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end) Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end) Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end) Trigger.OnPlayerDiscovered(player, StartWaves) 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") end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) NodObjective1 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.") NodObjective2 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.") GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.") end Tick = function() if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(NodObjective1) end if not player.IsObjectiveCompleted(NodObjective2) and CheckForSams() then player.MarkCompletedObjective(NodObjective2) end end