Civs = { civ1, civ2, civ3 } Village = { civ1, civ2, civ3, village1, village2, village5 } SovietMCV = { "mcv" } InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" } Avengers = { "jeep", "1tnk", "2tnk", "2tnk", "1tnk" } Patrol1Group = { "jeep", "jeep", "2tnk", "2tnk" } Patrol2Group = { "jeep", "1tnk", "1tnk", "1tnk" } AlliedInfantryTypes = { "e1", "e3" } AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } InfAttack = { } ArmorAttack = { } SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location } InfReinfPath = { SWRoadPoint.Location, InVillagePoint.Location } ArmorReinfPath = { NRoadPoint.Location, CrossroadsNorthPoint.Location } Patrol1Path = { NearRadarPoint.Location, ToRadarPoint.Location, InVillagePoint.Location, ToRadarPoint.Location } Patrol2Path = { BridgeEntrancePoint.Location, NERoadTurnPoint.Location, CrossroadsEastPoint.Location, BridgeEntrancePoint.Location } VillageCamArea = { CPos.New(68, 75),CPos.New(68, 76),CPos.New(68, 77),CPos.New(68, 78),CPos.New(68, 79), CPos.New(68, 80), CPos.New(68, 81), CPos.New(68, 82) } if Map.Difficulty == "Easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } end AttackPaths = { { VillageEntrancePoint }, { BridgeEntrancePoint, NERoadTurnPoint, CrossroadsEastPoint } } ReinfInf = function() if Radar.IsDead or Radar.Owner ~= Greece then return end Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier) soldier.Hunt() end) end ReinfArmor = function() if not Radar.IsDead and Radar.Owner == Greece then RCheck = true Reinforcements.Reinforce(Greece, ArmorReinfGreece, ArmorReinfPath, 0, function(soldier) soldier.Hunt() end) end end BringPatrol1 = function() if Radar.IsDead or Radar.Owner ~= Greece then return end local units = Reinforcements.Reinforce(Greece, Patrol1Group, { SWRoadPoint.Location }, 0) Utils.Do(units, function(patrols) patrols.Patrol(Patrol1Path, true, 250) end) Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1) end end) end BringPatrol2 = function() if Radar.IsDead or Radar.Owner ~= Greece then return end local units = Reinforcements.Reinforce(Greece, Patrol2Group, { NRoadPoint.Location }, 0) Utils.Do(units, function(patrols) patrols.Patrol(Patrol2Path, true, 250) end) Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2) end end) end