ChooseHPA1 = { { type = "hpad", pos = CPos.New(85, 62), cost = 500 } } BuildHPA1 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildHPA1) return end for i,v in ipairs(ChooseHPA1) do if not v.exists then PlaceHPA1(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildHPA1) end PlaceHPA1 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildHPA1) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildHPA1) return end local actor = Actor.Create(building.type, true, { Owner = Player1, Location = building.pos }) Player1.Cash = Player1.Cash - building.cost building.exists = true Trigger.OnRemovedFromWorld(actor, function() building.exists = false end) Trigger.OnDamaged(actor, function(building) if building.Owner == Player1 and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end if building.Owner == Player1 and building.Health < building.MaxHealth * 1/4 then building.Sell() end SendDefence() end) Trigger.AfterDelay(DateTime.Seconds(1), BuildHPA1) end) end CheckHealthForHPA1 = function() Trigger.OnDamaged(HPA1, function() if HPA1.Owner == Player1 and HPA1.Health < HPA1.MaxHealth * 3/4 then HPA1.StartBuildingRepairs() end if HPA1.Owner == Player1 and HPA1.Health < HPA1.MaxHealth * 1/4 then HPA1.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(HPA1, BuildHPA1) end