if Map.Difficulty == "Easy" then TanyaType = "e7" ReinforceCash = 5000 HoldAITime = DateTime.Minutes(3) SpecialCameras = true elseif Map.Difficulty == "Normal" then TanyaType = "e7.noautotarget" ChangeStance = true ReinforceCash = 2250 HoldAITime = DateTime.Minutes(2) SpecialCameras = true else TanyaType = "e7.noautotarget" ChangeStance = true ReinforceCash = 1500 HoldAITime = DateTime.Minutes(1) + DateTime.Seconds(30) SendWaterTransports = true end SpyType = { "spy" } SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location } InsertionTransport = "lst.in" ExtractionTransport = "lst" TrukPath = { TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4, TrukWaypoint5, TrukWaypoint6 } ExtractionHeliType = "tran" InsertionHeliType = "tran.in" ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location } HeliReinforcements = { "medi", "mech", "mech" } GreeceReinforcements = { { types = { "2tnk", "2tnk", "2tnk", "arty", "arty" }, entry = { SpyEntry.Location, SpyLoadout.Location } }, { types = { "e3", "e3", "e3", "e6", "e6" }, entry = { SpyEntry.Location, GreeceLoadout1.Location } }, { types = { "jeep", "jeep", "e1", "e1", "2tnk" }, entry = { SpyEntry.Location, GreeceLoadout2.Location } } } DogPatrol = { Dog1, Dog2 } PatrolA = { PatrolA1, PatrolA2, PatrolA3, PatrolA4, PatrolA5 } PatrolB = { PatrolB1, PatrolB2, PatrolB3 } DogPatrolPath = { DogPatrolRally1.Location, DogPatrolRally2.Location, DogPatrolRally3.Location } PatrolAPath = { PatrolRally.Location, PatrolARally1.Location, PatrolARally2.Location, PatrolARally3.Location } PatrolBPath = { PatrolBRally1.Location, PatrolBRally2.Location, PatrolBRally3.Location, PatrolRally.Location } TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" } SpyVoice = "sking" SamSites = { Sam1, Sam2, Sam3, Sam4 } GroupPatrol = function(units, waypoints, delay) local i = 1 local stop = false Utils.Do(units, function(unit) Trigger.OnIdle(unit, function() if stop then return end if unit.Location == waypoints[i] then local bool = Utils.All(units, function(actor) return actor.IsIdle end) if bool then stop = true i = i + 1 if i > #waypoints then i = 1 end Trigger.AfterDelay(delay, function() stop = false end) end else unit.AttackMove(waypoints[i]) end end) end) end Tick = function() if FollowTruk then TrukCamera.Teleport(Truk.Location) Camera.Position = Truk.CenterPosition end if ussr.HasNoRequiredUnits() then if not greece.IsObjectiveCompleted(KillAll) and Map.Difficulty == "Real tough guy" then SendWaterExtraction() end greece.MarkCompletedObjective(KillAll) end if GreeceReinforcementsArrived and greece.HasNoRequiredUnits() then ussr.MarkCompletedObjective(ussrObj) end if ussr.Resources >= ussr.ResourceCapacity * 0.75 then ussr.Cash = ussr.Cash + ussr.Resources - ussr.ResourceCapacity * 0.25 ussr.Resources = ussr.ResourceCapacity * 0.25 end end SendReinforcements = function() GreeceReinforcementsArrived = true Camera.Position = ReinforceCamera.CenterPosition greece.Cash = greece.Cash + ReinforceCash Utils.Do(GreeceReinforcements, function(reinforcements) Reinforcements.ReinforceWithTransport(greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location }) end) Media.PlaySpeechNotification(greece, "AlliedReinforcementsArrived") ActivateAI() end ExtractUnits = function(extractionUnit, pos, after) if extractionUnit.IsDead or not extractionUnit.HasPassengers then return end extractionUnit.Move(pos) extractionUnit.Destroy() Trigger.OnRemovedFromWorld(extractionUnit, after) end SendWaterExtraction = function() local flare = Actor.Create("flare", true, { Owner = greece, Location = SpyEntryPath[2] + CVec.New(2, 0) }) Trigger.AfterDelay(DateTime.Seconds(5), flare.Destroy) Media.PlaySpeechNotification(greece, "SignalFlareNorth") Camera.Position = flare.CenterPosition WaterExtractionTran = Reinforcements.ReinforceWithTransport(greece, ExtractionTransport, nil, SpyEntryPath)[1] ExtractObj = greece.AddPrimaryObjective("Get all your forces into the transport.") Trigger.OnKilled(WaterExtractionTran, function() ussr.MarkCompletedObjective(ussrObj) end) Trigger.OnAllRemovedFromWorld(greece.GetGroundAttackers(), function() ExtractUnits(WaterExtractionTran, SpyEntryPath[1], function() greece.MarkCompletedObjective(ExtractObj) greece.MarkCompletedObjective(surviveObj) end) end) end WarfactoryInfiltrated = function() FollowTruk = true TrukCamera = Actor.Create("camera.truk", true, { Owner = greece, Location = Truk.Location }) Truk.Wait(DateTime.Seconds(1)) Utils.Do(TrukPath, function(waypoint) Truk.Move(waypoint.Location) end) if SpecialCameras then Trigger.AfterDelay(DateTime.Seconds(2), function() SpyCameraA.Destroy() SpyCameraB.Destroy() end) end end MissInfiltrated = function() for i = 0, 5, 1 do local sound = Utils.Random(TanyaVoices) Trigger.AfterDelay(DateTime.Seconds(i), function() Media.PlaySoundNotification(greece, sound) end) end TanyasColt = Actor.Create("Colt", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 6) }) Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya) end FreeTanya = function() TanyasColt.Destroy() Tanya = Actor.Create(TanyaType, true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) }) Tanya.Scatter() Tanya.Demolish(Prison) if ChangeStance then Tanya.Stance = "HoldFire" Trigger.AfterDelay(DateTime.Seconds(1), function() Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya") end) end Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end) if Map.Difficulty == "Real tough guy" then KillSams = greece.AddPrimaryObjective("Destroy all four SAM Sites that block\nour reinforcements' helicopter.") greece.MarkCompletedObjective(mainObj) surviveObj = greece.AddPrimaryObjective("Tanya must not die!") Media.PlaySpeechNotification(greece, "TanyaRescued") else KillSams = greece.AddPrimaryObjective("Destroy all four SAM sites that block\nthe extraction helicopter.") Media.PlaySpeechNotification(greece, "TargetFreed") end if not SpecialCameras then PrisonCamera.Destroy() end end SendSpy = function() Camera.Position = SpyEntry.CenterPosition Spy = Reinforcements.ReinforceWithTransport(greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1] Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end) if SpecialCameras then SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location }) SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location }) end Trigger.AfterDelay(DateTime.Seconds(3), function() Media.DisplayMessage("Commander! You have to disguise me in order to get through the enemy patrols.", "Spy") end) end ActivatePatrols = function() GroupPatrol(DogPatrol, DogPatrolPath, DateTime.Seconds(2)) Trigger.AfterDelay(DateTime.Seconds(3), function() GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(7)) GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(6)) end) local units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == soviets and self.HasProperty("AutoTarget") end) Utils.Do(units, function(unit) unit.Stance = "Defend" end) end InitTriggers = function() Trigger.OnInfiltrated(Warfactory, function() Trigger.ClearAll(Spy) greece.MarkCompletedObjective(infWarfactory) WarfactoryInfiltrated() end) Trigger.OnInfiltrated(Prison, function() Trigger.ClearAll(Spy) Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated) end) Trigger.OnEnteredFootprint({ TrukWaypoint5.Location }, function(a, id) if a == Truk then Trigger.RemoveFootprintTrigger(id) Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location }) Spy.DisguiseAsType("e1", ussr) Spy.Move(SpyWaypoint.Location) Spy.Infiltrate(Prison) Media.PlaySoundNotification(greece, SpyVoice) FollowTruk = false TrukCamera.Destroy() if SpecialCameras then PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location }) else PrisonCamera = Actor.Create("camera.truk", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) }) end Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end) end end) Trigger.OnEnteredFootprint({ TrukWaypoint6.Location }, function(a, id) if a == Truk then Trigger.RemoveFootprintTrigger(id) Truk.Stop() Truk.Kill() ExplosiveBarrel.Kill() end end) if Map.Difficulty ~= "Real tough guy" then Trigger.OnKilled(Mammoth, function() Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end) Trigger.AfterDelay(HoldAITime, function() Attacking = true end) end) end Trigger.OnKilled(FlameBarrel, function() if not FlameTower.IsDead then FlameTower.Kill() end end) Trigger.OnKilled(SamBarrel, Sam1.Kill) Trigger.OnAllKilled(SamSites, function() greece.MarkCompletedObjective(KillSams) local flare = Actor.Create("flare", true, { Owner = greece, Location = ExtractionPath[2] + CVec.New(0, -1) }) Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy) Media.PlaySpeechNotification(greece, "SignalFlare") if Map.Difficulty == "Real tough guy" then Reinforcements.ReinforceWithTransport(greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] }) if not Harvester.IsDead then Harvester.FindResources() end else ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1] local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y) Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end) Trigger.OnRemovedFromWorld(Tanya, function() ExtractUnits(ExtractionHeli, exitPos, function() Media.PlaySpeechNotification(greece, "TanyaRescued") greece.MarkCompletedObjective(mainObj) SendReinforcements() if SpecialCameras then PrisonCamera.Destroy() end end) end) end end) end InitObjectives = function() Trigger.OnObjectiveAdded(greece, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) ussrObj = ussr.AddPrimaryObjective("Deny the Allies.") mainObj = greece.AddPrimaryObjective("Rescue Tanya.") KillAll = greece.AddPrimaryObjective("Eliminate all Soviet units in this area.") infWarfactory = greece.AddPrimaryObjective("Infiltrate the Soviet warfactory.") Trigger.OnObjectiveCompleted(greece, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(greece, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerLost(greece, function() Media.PlaySpeechNotification(player, "Lose") end) Trigger.OnPlayerWon(greece, function() Media.PlaySpeechNotification(player, "Win") end) end WorldLoaded = function() greece = Player.GetPlayer("Greece") ussr = Player.GetPlayer("USSR") InitObjectives() InitTriggers() SendSpy() Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols) end