EnemyBuildingCounter = 0 DestroyedBuildings = 0 EnemysBaseMaker = function() if Multi0 ~= nil then newEnemyfact0 = Actor.Create("fact", true, { Location = CPos.New(146,9), Owner = Enemys }) Trigger.OnDamaged(newEnemyfact0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyfact0, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyapwr0 = Actor.Create("much.apwr", true, { Location = CPos.New(146,4), Owner = Enemys }) Trigger.OnDamaged(newEnemyapwr0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyapwr0, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemytsla0 = Actor.Create("tsla", true, { Location = CPos.New(143,6), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemytsla0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end newEnemypbox0 = Actor.Create("pbox", true, { Location = CPos.New(148,8), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemypbox0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end EnemyBuildingCounter = EnemyBuildingCounter + 2 end if Multi1 ~= nil then newEnemyfact1 = Actor.Create("fact", true, { Location = CPos.New(146,36), Owner = Enemys }) Trigger.OnDamaged(newEnemyfact1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyfact1, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyapwr1 = Actor.Create("much.apwr", true, { Location = CPos.New(146,34), Owner = Enemys }) Trigger.OnDamaged(newEnemyapwr1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyapwr1, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemytsla1 = Actor.Create("tsla", true, { Location = CPos.New(143,32), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemytsla1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end newEnemypbox1 = Actor.Create("pbox", true, { Location = CPos.New(148,32), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemypbox1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end EnemyBuildingCounter = EnemyBuildingCounter + 2 end if Multi2 ~= nil then newEnemyfact2 = Actor.Create("fact", true, { Location = CPos.New(143,45), Owner = Enemys }) Trigger.OnDamaged(newEnemyfact2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyfact2, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyapwr2 = Actor.Create("much.apwr", true, { Location = CPos.New(146,46), Owner = Enemys }) Trigger.OnDamaged(newEnemyapwr2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyapwr2, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemytsla2 = Actor.Create("tsla", true, { Location = CPos.New(142,45), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemytsla2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end newEnemypbox2 = Actor.Create("pbox", true, { Location = CPos.New(144,43), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemypbox2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end EnemyBuildingCounter = EnemyBuildingCounter + 2 end if Multi3 ~= nil then newEnemyfact3 = Actor.Create("fact", true, { Location = CPos.New(146,55), Owner = Enemys }) Trigger.OnDamaged(newEnemyfact3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyfact3, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyapwr3 = Actor.Create("much.apwr", true, { Location = CPos.New(146,60), Owner = Enemys }) Trigger.OnDamaged(newEnemyapwr3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyapwr3, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemytsla3 = Actor.Create("tsla", true, { Location = CPos.New(143,57), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemytsla3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end newEnemypbox3 = Actor.Create("pbox", true, { Location = CPos.New(148,58), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemypbox3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end EnemyBuildingCounter = EnemyBuildingCounter + 2 end if Multi4 ~= nil then newEnemyfact4 = Actor.Create("fact", true, { Location = CPos.New(145,90), Owner = Enemys }) Trigger.OnDamaged(newEnemyfact4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyfact4, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyapwr4 = Actor.Create("much.apwr", true, { Location = CPos.New(145,94), Owner = Enemys }) Trigger.OnDamaged(newEnemyapwr4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyapwr4, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemytsla4 = Actor.Create("tsla", true, { Location = CPos.New(143,92), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemytsla4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end newEnemypbox4 = Actor.Create("pbox", true, { Location = CPos.New(144,94), Owner = Enemys }) if Difficulty ~= "easy" then Trigger.OnDamaged(newEnemypbox4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end EnemyBuildingCounter = EnemyBuildingCounter + 2 end if Difficulty ~= "easy" then if Multi0 ~= nil then newEnemyhpad0 = Actor.Create("hpad", true, { Location = CPos.New(142,3), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad0, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyagun0 = Actor.Create("agun", true, { Location = CPos.New(144,8), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemytsla0 = Actor.Create("tsla", true, { Location = CPos.New(143,10), Owner = Enemys }) Trigger.OnDamaged(newEnemytsla0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi1 ~= nil then newEnemyhpad1 = Actor.Create("hpad", true, { Location = CPos.New(142,29), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad1, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyagun1 = Actor.Create("agun", true, { Location = CPos.New(144,35), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemytsla1 = Actor.Create("tsla", true, { Location = CPos.New(141,30), Owner = Enemys }) Trigger.OnDamaged(newEnemytsla1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi2 ~= nil then newEnemyhpad2 = Actor.Create("hpad", true, { Location = CPos.New(142,40), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad2, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyagun2 = Actor.Create("agun", true, { Location = CPos.New(147,45), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemytsla2 = Actor.Create("tsla", true, { Location = CPos.New(140,42), Owner = Enemys }) Trigger.OnDamaged(newEnemytsla2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi3 ~= nil then newEnemyhpad3 = Actor.Create("hpad", true, { Location = CPos.New(142,54), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad3, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyagun3 = Actor.Create("agun", true, { Location = CPos.New(144,61), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemytsla3 = Actor.Create("tsla", true, { Location = CPos.New(141,57), Owner = Enemys }) Trigger.OnDamaged(newEnemytsla3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi4 ~= nil then newEnemyhpad4 = Actor.Create("hpad", true, { Location = CPos.New(142,89), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad4, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemyagun4 = Actor.Create("agun", true, { Location = CPos.New(143,94), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemytsla4 = Actor.Create("tsla", true, { Location = CPos.New(141,92), Owner = Enemys }) Trigger.OnDamaged(newEnemytsla4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end end if Difficulty == "hard" then if Multi0 ~= nil then newEnemyhpad02 = Actor.Create("hpad", true, { Location = CPos.New(142,11), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad02, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad02, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemygap0 = Actor.Create("gap", true, { Location = CPos.New(144,9), Owner = Enemys }) Trigger.OnDamaged(newEnemygap0, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyagun02 = Actor.Create("agun", true, { Location = CPos.New(144,5), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun02, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyhbox02 = Actor.Create("hbox", true, { Location = CPos.New(144,6), Owner = Enemys }) Trigger.OnDamaged(newEnemyhbox02, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi1 ~= nil then newEnemyhpad12 = Actor.Create("hpad", true, { Location = CPos.New(142,34), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad12, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad12, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemygap1 = Actor.Create("gap", true, { Location = CPos.New(144,32), Owner = Enemys }) Trigger.OnDamaged(newEnemygap1, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyagun12 = Actor.Create("agun", true, { Location = CPos.New(146,28), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun12, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyhbox12 = Actor.Create("hbox", true, { Location = CPos.New(144,34), Owner = Enemys }) Trigger.OnDamaged(newEnemyhbox12, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi2 ~= nil then newEnemyhpad22 = Actor.Create("hpad", true, { Location = CPos.New(141,46), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad22, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad22, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemygap2 = Actor.Create("gap", true, { Location = CPos.New(143,43), Owner = Enemys }) Trigger.OnDamaged(newEnemygap2, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyagun22 = Actor.Create("agun", true, { Location = CPos.New(141,42), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun22, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyhbox22 = Actor.Create("hbox", true, { Location = CPos.New(148,45), Owner = Enemys }) Trigger.OnDamaged(newEnemyhbox22, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi3 ~= nil then newEnemyhpad32 = Actor.Create("hpad", true, { Location = CPos.New(143,62), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad32, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad32, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemygap3 = Actor.Create("gap", true, { Location = CPos.New(145,60), Owner = Enemys }) Trigger.OnDamaged(newEnemygap3, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyagun32 = Actor.Create("agun", true, { Location = CPos.New(144,56), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun32, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyhbox32 = Actor.Create("hbox", true, { Location = CPos.New(143,60), Owner = Enemys }) Trigger.OnDamaged(newEnemyhbox32, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end if Multi4 ~= nil then newEnemyhpad42 = Actor.Create("hpad", true, { Location = CPos.New(141,95), Owner = Enemys }) Trigger.OnDamaged(newEnemyhpad42, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.OnKilledOrCaptured(newEnemyhpad42, function() DestroyedBuildings = DestroyedBuildings + 1 end) newEnemygap4 = Actor.Create("gap", true, { Location = CPos.New(144,91), Owner = Enemys }) Trigger.OnDamaged(newEnemygap4, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyagun42 = Actor.Create("agun", true, { Location = CPos.New(146,87), Owner = Enemys }) Trigger.OnDamaged(newEnemyagun42, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) newEnemyhbox42 = Actor.Create("hbox", true, { Location = CPos.New(144,92), Owner = Enemys }) Trigger.OnDamaged(newEnemyhbox42, function(building) if building.Owner == Enemys and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) EnemyBuildingCounter = EnemyBuildingCounter + 1 end end end