ChooseAP01 = { { type = "apwr", pos = CPos.New(76, 37), cost = 500 } } BuildAP01 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP01) return end for i,v in ipairs(ChooseAP01) do if not v.exists then PlaceAP01(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP01) end PlaceAP01 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP01) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP01) 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), BuildAP01) end) end CheckHealthForAP01 = function() Trigger.OnDamaged(AP01, function() if AP01.Owner == Player1 and AP01.Health < AP01.MaxHealth * 3/4 then AP01.StartBuildingRepairs() end if AP01.Owner == Player1 and AP01.Health < AP01.MaxHealth * 1/4 then AP01.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP01, BuildAP01) end ChooseAP02 = { { type = "apwr", pos = CPos.New(81, 37), cost = 500 } } BuildAP02 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP02) return end for i,v in ipairs(ChooseAP02) do if not v.exists then PlaceAP02(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP02) end PlaceAP02 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP02) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP02) 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), BuildAP02) end) end CheckHealthForAP02 = function() Trigger.OnDamaged(AP02, function() if AP02.Owner == Player1 and AP02.Health < AP02.MaxHealth * 3/4 then AP02.StartBuildingRepairs() end if AP02.Owner == Player1 and AP02.Health < AP02.MaxHealth * 1/4 then AP02.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP02, BuildAP02) end ChooseAP03 = { { type = "apwr", pos = CPos.New(92, 37), cost = 500 } } BuildAP03 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP03) return end for i,v in ipairs(ChooseAP03) do if not v.exists then PlaceAP03(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP03) end PlaceAP03 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP03) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP03) 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), BuildAP03) end) end CheckHealthForAP03 = function() Trigger.OnDamaged(AP03, function() if AP03.Owner == Player1 and AP03.Health < AP03.MaxHealth * 3/4 then AP03.StartBuildingRepairs() end if AP03.Owner == Player1 and AP03.Health < AP03.MaxHealth * 1/4 then AP03.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP03, BuildAP03) end ChooseAP04 = { { type = "apwr", pos = CPos.New(97, 37), cost = 500 } } BuildAP04 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP04) return end for i,v in ipairs(ChooseAP04) do if not v.exists then PlaceAP04(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP04) end PlaceAP04 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP04) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP04) 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), BuildAP04) end) end CheckHealthForAP04 = function() Trigger.OnDamaged(AP04, function() if AP04.Owner == Player1 and AP04.Health < AP04.MaxHealth * 3/4 then AP04.StartBuildingRepairs() end if AP04.Owner == Player1 and AP04.Health < AP04.MaxHealth * 1/4 then AP04.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP04, BuildAP04) end ChooseAP05 = { { type = "apwr", pos = CPos.New(76, 41), cost = 500 } } BuildAP05 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP05) return end for i,v in ipairs(ChooseAP05) do if not v.exists then PlaceAP05(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP05) end PlaceAP05 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP05) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP05) 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), BuildAP05) end) end CheckHealthForAP05 = function() Trigger.OnDamaged(AP05, function() if AP05.Owner == Player1 and AP05.Health < AP05.MaxHealth * 3/4 then AP05.StartBuildingRepairs() end if AP05.Owner == Player1 and AP05.Health < AP05.MaxHealth * 1/4 then AP05.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP05, BuildAP05) end ChooseAP06 = { { type = "apwr", pos = CPos.New(81, 41), cost = 500 } } BuildAP06 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP06) return end for i,v in ipairs(ChooseAP06) do if not v.exists then PlaceAP06(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP06) end PlaceAP06 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP06) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP06) 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), BuildAP06) end) end CheckHealthForAP06 = function() Trigger.OnDamaged(AP06, function() if AP06.Owner == Player1 and AP06.Health < AP06.MaxHealth * 3/4 then AP06.StartBuildingRepairs() end if AP06.Owner == Player1 and AP06.Health < AP06.MaxHealth * 1/4 then AP06.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP06, BuildAP06) end ChooseAP07 = { { type = "apwr", pos = CPos.New(92, 41), cost = 500 } } BuildAP07 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP07) return end for i,v in ipairs(ChooseAP07) do if not v.exists then PlaceAP07(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP07) end PlaceAP07 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP07) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP07) 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), BuildAP07) end) end CheckHealthForAP07 = function() Trigger.OnDamaged(AP07, function() if AP07.Owner == Player1 and AP07.Health < AP07.MaxHealth * 3/4 then AP07.StartBuildingRepairs() end if AP07.Owner == Player1 and AP07.Health < AP07.MaxHealth * 1/4 then AP07.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP07, BuildAP07) end ChooseAP08 = { { type = "apwr", pos = CPos.New(97, 41), cost = 500 } } BuildAP08 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP08) return end for i,v in ipairs(ChooseAP08) do if not v.exists then PlaceAP08(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP08) end PlaceAP08 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP08) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP08) 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), BuildAP08) end) end CheckHealthForAP08 = function() Trigger.OnDamaged(AP08, function() if AP08.Owner == Player1 and AP08.Health < AP08.MaxHealth * 3/4 then AP08.StartBuildingRepairs() end if AP08.Owner == Player1 and AP08.Health < AP08.MaxHealth * 1/4 then AP08.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP08, BuildAP08) end ChooseAP09 = { { type = "apwr", pos = CPos.New(76, 48), cost = 500 } } BuildAP09 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP09) return end for i,v in ipairs(ChooseAP09) do if not v.exists then PlaceAP09(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP09) end PlaceAP09 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP09) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP09) 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), BuildAP09) end) end CheckHealthForAP09 = function() Trigger.OnDamaged(AP09, function() if AP09.Owner == Player1 and AP09.Health < AP09.MaxHealth * 3/4 then AP09.StartBuildingRepairs() end if AP09.Owner == Player1 and AP09.Health < AP09.MaxHealth * 1/4 then AP09.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP09, BuildAP09) end ChooseAP10 = { { type = "apwr", pos = CPos.New(81, 48), cost = 500 } } BuildAP10 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP10) return end for i,v in ipairs(ChooseAP10) do if not v.exists then PlaceAP10(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP10) end PlaceAP10 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP10) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP10) 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), BuildAP10) end) end CheckHealthForAP10 = function() Trigger.OnDamaged(AP10, function() if AP10.Owner == Player1 and AP10.Health < AP10.MaxHealth * 3/4 then AP10.StartBuildingRepairs() end if AP10.Owner == Player1 and AP10.Health < AP10.MaxHealth * 1/4 then AP10.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP10, BuildAP10) end ChooseAP11 = { { type = "apwr", pos = CPos.New(92, 48), cost = 500 } } BuildAP11 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP11) return end for i,v in ipairs(ChooseAP11) do if not v.exists then PlaceAP11(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP11) end PlaceAP11 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP11) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP11) 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), BuildAP11) end) end CheckHealthForAP11 = function() Trigger.OnDamaged(AP11, function() if AP11.Owner == Player1 and AP11.Health < AP11.MaxHealth * 3/4 then AP11.StartBuildingRepairs() end if AP11.Owner == Player1 and AP11.Health < AP11.MaxHealth * 1/4 then AP11.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP11, BuildAP11) end ChooseAP12 = { { type = "apwr", pos = CPos.New(97, 48), cost = 500 } } BuildAP12 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP12) return end for i,v in ipairs(ChooseAP12) do if not v.exists then PlaceAP12(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP12) end PlaceAP12 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP12) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP12) 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), BuildAP12) end) end CheckHealthForAP12 = function() Trigger.OnDamaged(AP12, function() if AP12.Owner == Player1 and AP12.Health < AP12.MaxHealth * 3/4 then AP12.StartBuildingRepairs() end if AP12.Owner == Player1 and AP12.Health < AP12.MaxHealth * 1/4 then AP12.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP12, BuildAP12) end ChooseAP13 = { { type = "apwr", pos = CPos.New(76, 52), cost = 500 } } BuildAP13 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP13) return end for i,v in ipairs(ChooseAP13) do if not v.exists then PlaceAP13(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP13) end PlaceAP13 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP13) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP13) 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), BuildAP13) end) end CheckHealthForAP13 = function() Trigger.OnDamaged(AP13, function() if AP13.Owner == Player1 and AP13.Health < AP13.MaxHealth * 3/4 then AP13.StartBuildingRepairs() end if AP13.Owner == Player1 and AP13.Health < AP13.MaxHealth * 1/4 then AP13.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP13, BuildAP13) end ChooseAP14 = { { type = "apwr", pos = CPos.New(81, 52), cost = 500 } } BuildAP14 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP14) return end for i,v in ipairs(ChooseAP14) do if not v.exists then PlaceAP14(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP14) end PlaceAP14 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP14) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP14) 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), BuildAP14) end) end CheckHealthForAP14 = function() Trigger.OnDamaged(AP14, function() if AP14.Owner == Player1 and AP14.Health < AP14.MaxHealth * 3/4 then AP14.StartBuildingRepairs() end if AP14.Owner == Player1 and AP14.Health < AP14.MaxHealth * 1/4 then AP14.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP14, BuildAP14) end ChooseAP15 = { { type = "apwr", pos = CPos.New(92, 52), cost = 500 } } BuildAP15 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP15) return end for i,v in ipairs(ChooseAP15) do if not v.exists then PlaceAP15(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP15) end PlaceAP15 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP15) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP15) 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), BuildAP15) end) end CheckHealthForAP15 = function() Trigger.OnDamaged(AP15, function() if AP15.Owner == Player1 and AP15.Health < AP15.MaxHealth * 3/4 then AP15.StartBuildingRepairs() end if AP15.Owner == Player1 and AP15.Health < AP15.MaxHealth * 1/4 then AP15.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP15, BuildAP15) end ChooseAP16 = { { type = "apwr", pos = CPos.New(97, 52), cost = 500 } } BuildAP16 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP16) return end for i,v in ipairs(ChooseAP16) do if not v.exists then PlaceAP16(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildAP16) end PlaceAP16 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildAP16) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildAP16) 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), BuildAP16) end) end CheckHealthForAP16 = function() Trigger.OnDamaged(AP16, function() if AP16.Owner == Player1 and AP16.Health < AP16.MaxHealth * 3/4 then AP16.StartBuildingRepairs() end if AP16.Owner == Player1 and AP16.Health < AP16.MaxHealth * 1/4 then AP16.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(AP16, BuildAP16) end