Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
266
mods/ra/maps/soviet-05/soviet05.lua
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266
mods/ra/maps/soviet-05/soviet05.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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CheckForBase = function()
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local baseBuildings = Map.ActorsInBox(BaseRectTL.CenterPosition, BaseRectBR.CenterPosition, function(actor)
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return (actor.Type == "fact" or actor.Type == "powr") and actor.Owner == player
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end)
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return #baseBuildings >= 2
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end
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CheckForCYard = function()
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ConYard = Map.ActorsInBox(mcvGGLoadPoint.CenterPosition, ReinfEastPoint.CenterPosition, function(actor)
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return actor.Type == "fact" and actor.Owner == GoodGuy
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end)
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return #ConYard >= 1
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end
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CheckForSPen = function()
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return Utils.Any(Map.ActorsInWorld, function(actor) return actor.Type == "spen" end)
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end
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RunInitialActivities = function()
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if Difficulty == "hard" then
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Expand()
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ExpansionCheck = true
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else
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ExpansionCheck = false
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end
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Trigger.AfterDelay(1, function()
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Harvester.FindResources()
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IdlingUnits()
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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end)
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Reinforcements.Reinforce(USSR, SovietStartReinf, SovietStartToBasePath, 0, function(soldier)
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soldier.AttackMove(SovietBasePoint.Location)
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end)
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Actor.Create("camera", true, { Owner = USSR, Location = GreeceBasePoint.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = SovietBasePoint.Location })
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startmcv.Move(MCVStartMovePoint.Location)
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Runner1.Move(RunnerPoint.Location)
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Runner2.Move(RunnerPoint.Location)
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Runner3.Move(RunnerPoint.Location)
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ProduceInfantry()
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceShips)
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if Difficulty == "hard" or Difficulty == "normal" then
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Trigger.AfterDelay(DateTime.Seconds(25), ReinfInf)
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end
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Trigger.AfterDelay(DateTime.Minutes(2), ReinfInf)
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Trigger.AfterDelay(DateTime.Minutes(3), BringDDPatrol2)
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Trigger.AfterDelay(DateTime.Minutes(5), ReinfInf)
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Trigger.AfterDelay(DateTime.Minutes(6), BringDDPatrol1)
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end
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Expand = function()
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if ExpansionCheck or mcvtransport.IsDead or mcvGG.IsDead then
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return
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end
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ExpansionCheck = true
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Trigger.ClearAll(mcvGG)
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Trigger.ClearAll(mcvtransport)
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Media.DisplayMessage(UserInterface.GetFluentMessage("allied-mcv-island"))
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Reinforcements.Reinforce(GoodGuy, { "dd", "dd" }, ShipArrivePath, 0, function(ddsquad)
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ddsquad.AttackMove(NearExpPoint.Location) end)
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mcvtransport.Move(lstBeachPoint.Location)
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mcvGG.Move(mcvGGLoadPoint.Location)
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mcvGG.EnterTransport(mcvtransport)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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if mcvtransport.IsDead or mcvGG.IsDead then
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return
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end
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mcvtransport.Move(GGUnloadPoint.Location)
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mcvtransport.UnloadPassengers()
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mcvtransport.CallFunc(function()
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if mcvGG.IsDead then
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return
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end
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mcvGG.Move(MCVDeploy.Location)
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mcvGG.CallFunc(function()
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-- Avoid crashing through modifying the actor list from mcvGG's tick
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Trigger.AfterDelay(0, function()
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mcvGG.Owner = GoodGuy
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IslandTroops1()
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Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
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Trigger.AfterDelay(DateTime.Minutes(6), IslandTroops3)
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if not mcvtransport.IsDead then
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mcvtransport.Move(ReinfNorthPoint.Location)
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mcvtransport.Destroy()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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GoodGuy.GrantCondition("ai-active")
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end)
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end)
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end)
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end)
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end
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Tick = function()
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if Greece.HasNoRequiredUnits() and GoodGuy.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(KillAll)
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if HoldObjective then
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USSR.MarkCompletedObjective(HoldObjective)
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end
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end
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if USSR.HasNoRequiredUnits() then
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GoodGuy.MarkCompletedObjective(BeatUSSR)
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end
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if Greece.Resources >= Greece.ResourceCapacity * 0.75 then
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Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25
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Greece.Resources = Greece.ResourceCapacity * 0.25
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end
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if GoodGuy.Resources >= GoodGuy.ResourceCapacity * 0.75 then
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GoodGuy.Cash = GoodGuy.Cash + GoodGuy.Resources - GoodGuy.ResourceCapacity * 0.25
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GoodGuy.Resources = GoodGuy.ResourceCapacity * 0.25
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end
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if not BaseEstablished and CheckForBase() then
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BaseEstablished = true
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Para()
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end
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if not SPenEstablished and CheckForSPen() then
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SPenEstablished = true
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local units = Reinforcements.ReinforceWithTransport(Greece, "lst", ArtyReinf, SouthReinfPath, { ReinfEastPoint.Location })[2]
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Utils.Do(units, function(unit) IdleHunt(unit) end)
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if not ExpansionCheck then
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Expand()
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ExpansionCheck = true
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end
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end
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if not RCheck then
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RCheck = true
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if Difficulty == "easy" then
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Trigger.AfterDelay(DateTime.Minutes(6), ReinfArmor)
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elseif Difficulty == "normal" then
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Trigger.AfterDelay(DateTime.Minutes(4), ReinfArmor)
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else
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Trigger.AfterDelay(DateTime.Minutes(3), ReinfArmor)
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end
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end
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end
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WorldLoaded = function()
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USSR = Player.GetPlayer("USSR")
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GoodGuy = Player.GetPlayer("GoodGuy")
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Greece = Player.GetPlayer("Greece")
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InitObjectives(USSR)
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CaptureObjective = AddPrimaryObjective(USSR, "capture-radar-dome")
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KillAll = AddPrimaryObjective(USSR, "defeat-allied-forces")
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BeatUSSR = AddPrimaryObjective(Greece, "")
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RunInitialActivities()
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Trigger.OnDamaged(mcvGG, Expand)
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Trigger.OnDamaged(mcvtransport, Expand)
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Trigger.OnKilled(RadarDome, function()
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if not USSR.IsObjectiveCompleted(CaptureObjective) then
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USSR.MarkFailedObjective(CaptureObjective)
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end
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if HoldObjective then
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USSR.MarkFailedObjective(HoldObjective)
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end
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end)
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RadarDome.GrantCondition("french")
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Trigger.OnCapture(RadarDome, function()
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if USSR.IsObjectiveCompleted(KillAll) then
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USSR.MarkCompletedObjective(CaptureObjective)
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return
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end
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HoldObjective = AddPrimaryObjective(USSR, "defend-radar-dome")
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USSR.MarkCompletedObjective(CaptureObjective)
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Beacon.New(USSR, MCVDeploy.CenterPosition)
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if Difficulty == "easy" then
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Actor.Create("camera", true, { Owner = USSR, Location = MCVDeploy.Location })
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Media.DisplayMessage(UserInterface.GetFluentMessage("allied-expansion-movement-detected"))
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else
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Actor.Create("MCV.CAM", true, { Owner = USSR, Location = MCVDeploy.Location })
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Media.DisplayMessage(UserInterface.GetFluentMessage("coordinates-allied-expansion-discovered"))
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end
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if not ExpansionCheck then
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Expand()
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ExpansionCheck = true
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end
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, AlliedCrossroadsToRadarPath , 0, IdleHunt)
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RadarDome.RevokeCondition(1)
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Trigger.ClearAll(RadarDome)
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Trigger.AfterDelay(0, function()
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Trigger.OnRemovedFromWorld(RadarDome, function()
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USSR.MarkFailedObjective(HoldObjective)
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end)
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end)
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end)
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Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WDist.New(4 * 1024), function(unit, id)
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if unit.Owner == USSR and RadarDome.Owner == USSR then
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Trigger.RemoveProximityTrigger(id)
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Para2()
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local units = Reinforcements.ReinforceWithTransport(USSR, "lst", SovietMCVReinf, { ReinfSouthPoint.Location, USSRlstPoint.Location }, { ReinfSouthPoint.Location })[2]
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Utils.Do(units, function(unit)
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Trigger.OnAddedToWorld(unit, function()
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if unit.Type == "mcv" then
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unit.Move(USSRExpansionPoint.Location)
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else
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unit.AttackMove(USSRExpansionPoint.Location)
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end
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end)
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end)
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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end
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end)
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Camera.Position = StartCamPoint.CenterPosition
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end
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