ChoosePBO1 = { { type = "pbox", pos = CPos.New(5, 73), cost = 600 } } BuildPBO1 = function() if not CheckExistenceForSCY1() then return end for i,v in ipairs(ChoosePBO1) do if not v.exists then PlacePBO1(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildPBO1) end PlacePBO1 = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if not CheckExistenceForSCY1() then return elseif Player1.Resources <= 299 then Trigger.AfterDelay(DateTime.Seconds(1),BuildPBO1) 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), BuildPBO1) end) end CheckHealthForPBO1 = function() Trigger.OnDamaged(PBO1, function() if PBO1.Owner == Player1 and PBO1.Health < PBO1.MaxHealth * 3/4 then PBO1.StartBuildingRepairs() end if PBO1.Owner == Player1 and PBO1.Health < PBO1.MaxHealth * 1/4 then PBO1.Sell() end SendDefence() end) Trigger.OnRemovedFromWorld(PBO1, BuildPBO1) end