60 lines
1.3 KiB
Lua
60 lines
1.3 KiB
Lua
EnemyReinforcements =
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{
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easy =
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{
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{ "e1", "e1", "e3" },
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{ "e1", "e3", "jeep" },
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{ "e1", "jeep", "1tnk" }
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},
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normal =
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{
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{ "e1", "e1", "e3", "e3" },
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{ "e1", "e3", "jeep", "jeep" },
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{ "e1", "jeep", "1tnk", "2tnk" }
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},
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hard =
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{
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{ "e1", "e1", "e3", "e3", "e1" },
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{ "e1", "e3", "jeep", "jeep", "1tnk" },
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{ "e1", "jeep", "1tnk", "2tnk", "arty" }
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}
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}
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EnemyAttackDelay =
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{
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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hard = DateTime.Minutes(1) + DateTime.Seconds(30)
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}
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EnemyPaths =
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{
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{ EnemyEntry1.Location, EnemyRally1.Location },
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{ EnemyEntry2.Location, EnemyRally2.Location }
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}
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wave = 0
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SendEnemies = function()
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Trigger.AfterDelay(EnemyAttackDelay[Map.LobbyOption("difficulty")], function()
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wave = wave + 1
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if wave > 3 then
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wave = 1
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end
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if wave == 1 then
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local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2]
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Utils.Do(units, IdleHunt)
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else
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local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2]
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Utils.Do(units, IdleHunt)
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end
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if not Dome.IsDead then
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SendEnemies()
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end
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end)
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end
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