IntroAttackers = { IntroEnemy1, IntroEnemy2, IntroEnemy3 } Trucks = { Truck1, Truck2 } InfAttack = { } ArmorAttack = { } AttackPaths = { { AttackWaypoint1 }, { AttackWaypoint2 } } AlliedInfantryTypes = { "e1", "e1", "e3" } AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "2tnk", "2tnk", "arty" } SovietReinforcements1 = { "e6", "e6", "e6", "e6", "e6" } SovietReinforcements2 = { "e4", "e4", "e2", "e2", "e2" } SovietReinforcements1Waypoints = { McvWaypoint.Location, APCWaypoint1.Location } SovietReinforcements2Waypoints = { McvWaypoint.Location, APCWaypoint2.Location } TruckGoalTrigger = { CPos.New(85, 10), CPos.New(85, 11), CPos.New(85, 12), CPos.New(86, 13), CPos.New(87, 13), CPos.New(88, 13), CPos.New(88, 14), CPos.New(89, 14), CPos.New(90, 14), CPos.New(90, 15), CPos.New(91, 15), CPos.New(91, 16), CPos.New(91, 17), CPos.New(92, 17), CPos.New(93, 17), CPos.New(94, 17), CPos.New(94, 18), CPos.New(95, 18), CPos.New(96, 18), CPos.New(96, 19), CPos.New(97, 19), CPos.New(98, 19)} Trigger.OnEnteredFootprint(TruckGoalTrigger, function(a, id) if not truckGoalTrigger and a.Owner == player and a.Type == "truk" then truckGoalTrigger = true player.MarkCompletedObjective(sovietObjective) end end) Trigger.OnAllKilled(Trucks, function() if not controlCenterTrigger then enemy.MarkCompletedObjective(alliedObjective) end end) Trigger.OnKilled(Apwr, function(building) BaseApwr.exists = false end) Trigger.OnKilled(Barr, function(building) BaseTent.exists = false end) Trigger.OnKilled(Proc, function(building) BaseProc.exists = false end) Trigger.OnKilled(Weap, function(building) BaseWeap.exists = false end) Trigger.OnKilled(Apwr2, function(building) BaseApwr2.exists = false end) Trigger.OnRemovedFromWorld(Mcv, function() if not mcvDeployed then mcvDeployed = true BuildBase() Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) end end) WorldLoaded = function() player = Player.GetPlayer("USSR") enemy = Player.GetPlayer("Greece") Camera.Position = CameraStart.CenterPosition Mcv.Move(McvWaypoint.Location) Harvester.FindResources() Utils.Do(IntroAttackers, function(actor) IdleHunt(actor) end) Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements1, SovietReinforcements1Waypoints) Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements2, SovietReinforcements2Waypoints) Utils.Do(Map.NamedActors, function(actor) if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then building.StartBuildingRepairs() end end) end end) 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) alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.") sovietObjective = player.AddPrimaryObjective("Escort the Convoy.") end Tick = function() if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(alliedObjective) end if enemy.Resources >= enemy.ResourceCapacity * 0.75 then enemy.Cash = enemy.Cash + enemy.Resources - enemy.ResourceCapacity * 0.25 enemy.Resources = enemy.ResourceCapacity * 0.25 end end