--[[ Copyright 2007-2019 The OpenRA Developers (see AUTHORS) 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. ]] IslandSamSites = { SAM01, SAM02 } NodBase = { PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, PowerPlant5, Refinery, HandOfNod, Silo1, Silo2, Silo3, Silo4, ConYard, CommCenter } FlameSquad = { FlameGuy1, FlameGuy2, FlameGuy3 } FlameSquadRoute = { waypoint4.Location, waypoint12.Location, waypoint4.Location, waypoint6.Location } FootPatrol1Squad = { MiniGunner1, MiniGunner2, RocketSoldier1 } FootPatrol1Route = { waypoint4.Location, waypoint12.Location, waypoint13.Location, waypoint3.Location, waypoint2.Location, waypoint7.Location, waypoint6.Location } FootPatrol2Squad = { MiniGunner3, MiniGunner4 } FootPatrol2Route = { waypoint14.Location, waypoint16.Location } FootPatrol3Squad = { MiniGunner5, MiniGunner6 } FootPatrol3Route = { waypoint15.Location, waypoint17.Location } FootPatrol4Route = { waypoint4.Location, waypoint5.Location } FootPatrol5Squad = { RocketSoldier2, RocketSoldier3, RocketSoldier4 } FootPatrol5Route = { waypoint4.Location, waypoint12.Location, waypoint13.Location, waypoint8.Location, waypoint9.Location, } Buggy1Route = { waypoint6.Location, waypoint7.Location, waypoint2.Location, waypoint8.Location, waypoint9.Location, waypoint8.Location, waypoint2.Location, waypoint7.Location } Buggy2Route = { waypoint6.Location, waypoint10.Location, waypoint11.Location, waypoint10.Location } HuntTriggerActivator = { SAM03, SAM04, SAM05, SAM06, LightTank1, LightTank2, LightTank3, Buggy1, Buggy2, Turret1, Turret2 } AttackCellTriggerActivator = { CPos.New(57,26), CPos.New(56,26), CPos.New(57,25), CPos.New(56,25), CPos.New(57,24), CPos.New(56,24), CPos.New(57,23), CPos.New(56,23), CPos.New(57,22), CPos.New(56,22), CPos.New(57,21), CPos.New(56,21) } AttackUnits = { LightTank2, LightTank3 } KillCounter = 0 WorldLoaded = function() player = Player.GetPlayer("GDI") enemy = Player.GetPlayer("Nod") civilian = Player.GetPlayer("Neutral") 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) if Map.LobbyOption("difficulty") == "easy" then CommandoType = "rmbo.easy" KillCounterHuntThreshold = 30 elseif Map.LobbyOption("difficulty") == "hard" then CommandoType = "rmbo.hard" KillCounterHuntThreshold = 15 else CommandoType = "rmbo" KillCounterHuntThreshold = 20 end destroyObjective = player.AddPrimaryObjective("Destroy the Nod ********.") Trigger.OnKilled(Airfield, function() player.MarkCompletedObjective(destroyObjective) end) Utils.Do(NodBase, function(structure) Trigger.OnKilled(structure, function() player.MarkCompletedObjective(destroyObjective) end) end) Trigger.OnAllKilled(IslandSamSites, function() TransportFlare = Actor.Create('flare', true, { Owner = player, Location = Flare.Location }) Reinforcements.ReinforceWithTransport(player, 'tran', nil, { lstStart.Location, TransportRally.Location }) end) Trigger.OnKilled(CivFleeTrigger, function() if not Civilian.IsDead then Civilian.Move(CivHideOut.Location) end end) Trigger.OnKilled(AttackTrigger2, function() Utils.Do(FlameSquad, function(unit) if not unit.IsDead then unit.Patrol(FlameSquadRoute, false) end end) end) Trigger.OnEnteredFootprint(AttackCellTriggerActivator, function(a, id) if a.Owner == player then Utils.Do(AttackUnits, function(unit) if not unit.IsDead then unit.AttackMove(waypoint10.Location) end end) Trigger.RemoveFootprintTrigger(id) end end) Utils.Do(HuntTriggerActivator, function(unit) Trigger.OnDamaged(unit, HuntTriggerFunction) end) Trigger.AfterDelay(5, NodKillCounter) Utils.Do(FootPatrol1Squad, function(unit) unit.Patrol(FootPatrol1Route, true) end) Utils.Do(FootPatrol2Squad, function(unit) unit.Patrol(FootPatrol2Route, true, 50) end) Utils.Do(FootPatrol3Squad, function(unit) unit.Patrol(FootPatrol3Route, true, 50) end) Utils.Do(FootPatrol5Squad, function(unit) unit.Patrol(FootPatrol5Route, true, 50) end) AttackTrigger2.Patrol(FootPatrol4Route, true, 25) LightTank1.Move(waypoint6.Location) Buggy1.Patrol(Buggy1Route, true, 25) Buggy2.Patrol(Buggy2Route, true, 25) Camera.Position = UnitsRally.CenterPosition Reinforce({ CommandoType }) end Tick = function() if DateTime.GameTime > DateTime.Seconds(5) and player.HasNoRequiredUnits() then player.MarkFailedObjective(destroyObjective) end end Reinforce = function(units) Media.PlaySpeechNotification(player, "Reinforce") ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location, UnitsRally.Location) end ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint) local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart }) local subcell = 0 Utils.Do(units, function(a) transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell })) subcell = subcell + 1 end) transport.ScriptedMove(transportUnload) transport.CallFunc(function() Utils.Do(units, function() local a = transport.UnloadPassenger() a.IsInWorld = true a.MoveIntoWorld(transport.Location - CVec.New(0, 1)) if rallypoint ~= nil then a.Move(rallypoint) end end) end) transport.Wait(5) transport.ScriptedMove(transportStart) transport.Destroy() end NodKillCounter = function() local enemyUnits = enemy.GetGroundAttackers() Utils.Do(enemyUnits, function(unit) Trigger.OnKilled(unit, function() KillCounter = KillCounter + 1 if KillCounter >= KillCounterHuntThreshold then HuntTriggerFunction() end end) end) end HuntTriggerFunction = function() local list = enemy.GetGroundAttackers() Utils.Do(list, function(unit) IdleHunt(unit) end) end IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end