ChoosePOW1 = { { type = "powr", pos = CPos.New(105, 44), cost = 300 } } BuildPOW1 = function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildPOW1) return end for i,v in ipairs(ChoosePOW1) do if not v.exists then PlacePOW1(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildPOW1) end PlacePOW1 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForFAC1() then Trigger.AfterDelay(DateTime.Seconds(1), BuildPOW1) return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildPOW1) 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), BuildPOW1) end) end CheckHealthForPOW1 = function() Trigger.OnDamaged(POW1, function() if POW1.Owner == Player1 and POW1.Health < POW1.MaxHealth * 3/4 then POW1.StartBuildingRepairs() end if POW1.Owner == Player1 and POW1.Health < POW1.MaxHealth * 1/4 then POW1.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(POW1, BuildPOW1) end