SovietStartReinf = { "e2", "e2" } SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location } SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" } SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" } if Map.Difficulty == "Easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } end InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" } CrossroadsReinfPath = { ReinfRoadPoint.Location } ArtyReinf = { "e3", "e3", "e3", "arty", "arty" } CoastGuardReinf = { "e1", "e1", "e3", "e1", "e3" } DDPatrol1 = { "dd", "dd", "dd" } DDPatrol1Path = { EIslandPoint.Location, WIslandPoint.Location, DDAttackPoint.Location, SReinfPathPoint4.Location, DDAttackPoint.Location, WIslandPoint.Location, EIslandPoint.Location, NearDockPoint.Location } DDPatrol2 = { "dd", "dd" } DDPatrol2Path = { NReinfPathPoint1.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint1.Location, NReinfPathPoint1.Location, NearDockPoint.Location } ShipArrivePath = { ReinfNorthPoint.Location, NearDockPoint.Location } AlliedInfantryTypes = { "e1", "e3" } AlliedTankTypes = { "jeep", "1tnk" } AlliedAttackPath = { GreeceBaseEPoint.Location, CrossroadPoint.Location, NWOrefieldPoint.Location, AtUSSRBasePoint.Location } AlliedCrossroadsToRadarPath = { ReinfRoadPoint.Location, CrossroadPoint.Location, GreeceBaseEPoint.Location, GreeceBasePoint.Location } SouthReinfPath = { ReinfEastPoint.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint3.Location, SReinfPathPoint4.Location, USSRlstPoint.Location } NorthReinfPath = { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location } GoodGuyOrefieldPatrolPath = { PatrolPoint1.Location, PatrolPoint2.Location, PatrolPoint3.Location, PatrolPoint4.Location } Ships = { } GreeceInfAttack = { } GGInfAttack = { } TankAttackGG = { } ShipWaypoints = { EIslandPoint, WIslandPoint, DDAttackPoint } InfantryWaypoints = { CrossroadPoint, NWOrefieldPoint, AtUSSRBasePoint, SovietBasePoint } InfantryGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint } TanksGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint } Para = function() local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player }) local units = powerproxy.SendParatroopers(ParaPoint.CenterPosition, false, 28) powerproxy.Destroy() end Para2 = function() local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player }) local units = powerproxy.SendParatroopers(USSRExpansionPoint.CenterPosition, false, 28) powerproxy.Destroy() end ReinfInf = function() Reinforcements.Reinforce(Greece, InfantryReinfGreece, CrossroadsReinfPath, 0, function(soldier) soldier.Hunt() end) end ReinfArmor = function() RCheck = false Reinforcements.Reinforce(Greece, ArmorReinfGreece, CrossroadsReinfPath, 0, function(soldier) soldier.Hunt() end) end IslandTroops1 = function() local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", CoastGuardReinf, { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }, { ReinfEastPoint.Location })[2] Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(coastguard) coastguard.AttackMove(CoastGuardPoint.Location) end) end) if not CheckForCYard() then return elseif Map.Difficulty == "Easy" then return else Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops1) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops1) end end) end end IslandTroops2 = function() local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2] Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(patrols) patrols.Patrol(GoodGuyOrefieldPatrolPath, true, 150) end) end) if not CheckForCYard() then return elseif Map.Difficulty == "Easy" then return else Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops2) end end) end end IslandTroops3 = function() local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2] Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(guards) guards.AttackMove(USSRExpansionPoint.Location) end) end) if not CheckForCYard() then return elseif Map.Difficulty == "Easy" then return else Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops3) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops3) end end) end end BringDDPatrol1 = function() local units = Reinforcements.Reinforce(Greece, DDPatrol1, ShipArrivePath, 0) Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(patrols) patrols.Patrol(DDPatrol1Path, true, 250) end) end) if not CheckForCYard() then return else Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1) end end) end end BringDDPatrol2 = function() local units = Reinforcements.Reinforce(Greece, DDPatrol2, ShipArrivePath, 0) Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(patrols) patrols.Patrol(DDPatrol2Path, true, 250) end) end) if not CheckForCYard() then return else Trigger.OnAllKilled(units, function() if Map.Difficulty == "Hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2) end end) end end