Mission event file for Space Marine Stronghold mission
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Mission event file for Space Marine Stronghold mission
Updated 4 years ago by Merric

--[[ IMPORTS -- This is neccesary to use all the functions of SCAR]]

import("ScarUtil.scar") import("WXPScarUtil.scar")


--[[ GAME SETUP ]]

--[[ the OnGameSetup() function is mandatory! -- Here you should setup all your global variables, which can be used in any function.]] function OnGameSetup()

--[[Tweak these variables to change difficulty]] -- global timers g_TierUpTimer = 275 -- 315 g_DropPodDeepStrikeTimer = 190 -- 190 g_IncreaseBeaconTimer = 900 g_ResearchTimer = 400 g_MainBaseDropTimer = 22 g_MainBaseDropNumber = 6 g_SpawnTransportUnitsTimer = 230 -- 200 g_SendPredatorTankTimer = 290 -- 290 (AIRPLANES) g_PredatorBaseActive = 7 -- 7 turns the predator base on when this many beacons are left g_RhinoBaseActive = 6 -- 6 turns the rhino base on when this many beacons are left g_PlayIEAtDeepStrikeNumber = 2 -- plays the taunt 1 ie after this many space marine squads are deep striked in g_AttackFromMainBaseInterval = 400 -- attacks come from the main base after all beacons are down g_AssignObjectivesAtSecond = 350 -- assigns the space marine objectives at this many seconds into the game, in case the player never blows up the initial beacon

-- air base timers g_AirbaseDefenseDreadnaughtTimer = 65 g_AirbaseDefensePredatorTimer = 70 g_AirbaseDefenseTempestTimer = 60

-- librarian skill cooldowns g_LibrarianCooldown = 15

-- fake population g_MaxSpaceMarines = 10 g_MaxDreadnought = 2 g_MaxHFDreadnought = 2 g_MaxTerminators = 4 g_MaxAssaultTerminators = 4 g_MaxApothecary = 4 g_MaxForceCommander = 1 g_MaxLibrarian = 1 g_MaxTechMarine = 1 g_MaxChaplain = 1 g_MaxSkullProbe = 2 g_MaxLandRaider = 1 g_MaxRhino = 1 g_MaxGreyKnights = 3 g_MaxPredator = 3 g_MaxLandSpeeders = 4

-- main base attacks unit cap g_MaxMainSM = 3 g_MaxMainAssault = 3 g_MaxMainScouts = 3 g_MaxMainGreyKnights = 2 g_MaxMainAssTerminators = 1 g_MaxMainTerminators = 1 g_MaxMainLandSpeeders = 2 g_MaxMainHFDN = 2 g_MaxMainDN = 2 g_MaxMainWhirlwind = 1 g_MaxMainPredators = 2

-- air base stuff g_AirBaseDefenseDreadnaughtMax = 3 g_AirBaseDefenseTempestMax = 3 g_AirBaseDefensePredatorMax = 3

--debug stuff g_Debug = false -- turns debug mode off and on. (turns on and off fog of war)

-- other global variables (DO NOT MODIFY) t_DropPoints = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 } g_TotalDropPoints = 12 g_DropSquadTerminatorCounter = 0 g_DropPodTier = 1 g_SpaceMarineCount = 0 g_DreadnoughtCount = 0 g_HFDreadnoughtCount = 0 g_TerminatorCount = 0 g_AssaultTerminatorCount = 0 g_GatherMarker = "mkr_gather1" g_gatherCounter = 0 g_SimultaneousBeacons = 1 g_TimerTillWeCountTankSuccessfullyCaptured = 0 g_MaxTankCaptureTimer = 90 g_ApothecaryCounter = 0 g_ForceCommanderCounter = 0 g_LibrarianCounter = 0 g_TechMarineCounter = 0 g_ChaplainCounter = 0 g_DeepStrikeCounter = 0 g_ResearchCounter = 0 g_SMTUpgrades = false g_SkullProbeCounter = 0 g_TechMarineCounter = 0 g_LandRaiderCounter = 0 g_RepairFlag = true g_TMinTransport = false g_DreadnoughtDefenseCounter = 0 g_RhinoCounter = 0 g_GreyKnightCounter = 0 g_TransportCounter = 0 g_SpawnTransportRuleAdded = false g_BringTransportToMainBaseFlag = true g_SendTransportHomeFlag = true g_JustDroppedOffCounter = 0 g_SwapTeamCounter = 0 g_PredatorCounter = 0 g_DroppedOffDudesCounter = 0 g_SwapRhinoDropoffUnitsFlag = true g_DropPodMoveCounter = 0 t_OBFired = {false, false, false} g_NumOfPredatorToSend = 1 g_TransportTarget = "playerbase" g_MarkerTarget = "mkr_droppod12" g_LandSpeederCounter = 0 g_PredatorTier = 1 g_TotalDeepStrikeCounter = 0 g_FinalOBIEFired = false g_JumpIEPlayed = false t_DroppedSquadUpgraded = {false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false} t_SentInThunderhawk = {false, false, false} g_MainBaseMarinesCounter = 0 g_MainBaseHFsCounter = 0 g_MainBaseDNsCounter = 0 g_MainBaseAssaultTermsCounter = 0 g_MainBaseTerminatorsCounter = 0 g_DropGuysInMainBase = 0 g_MainBaseDropFlag = false g_MainBaseDropSquad = "" g_SquadsNearMainBaseCenter4Counter = 0 g_PlayerSquadsNearTankBaseCounter = 0 g_AirBaseDefenseDreadnaughtCounter = 0 g_AirBaseDefenseTempestCounter = 0 g_AirBaseDefensePredatorCounter = 0 g_RelicIEFired = false g_beaconping = {} g_beaconping_mini = {} g_PlayerSquadsNearRhinoBaseCounter = 0 g_MainCounterSM = 0 g_MainCounterAssault = 0 g_MainCounterGN = 0 g_MainCounterScouts = 0 g_MainCounterAssTerminators = 0 g_MainCounterTerminators = 0 g_MainCounterLandSpeeders = 0 g_MainCounterHFDN = 0 g_MainCounterDN = 0 g_MainCounterWhirlwind = 0 g_MainCounterPredator = 0 g_RhinoBaseDead = false g_AirBaseDead = false g_RhinoObjectiveAdded = false g_DNUpgrades = false g_BeaconTimerCounter = 0 g_TempSquadCounter = 0 g_InitialAttackTimer = 0 g_Difficulty = 1 -- generator markers start at 0 g_bonus_gen_counter = 0 -- turrer markers start at 6 g_bonus_turret_counter = 6 g_GlobalAttackPos = 0 g_CanAirUnitSend = true g_AirUnitCounter = 0 g_DeepStrikeIEFlag = false g_RatchetThroughSkills = 0 g_LibrarianCounter = 0 g_LibrarianFlag = true g_PrimaryObjCompleted = 0 g_PrimaryObjectives = 0 g_SecondaryObjectives = 0 g_PlayerNearRhinoBaseIEFired = false

--[[defining the name of the player's faction]] if MetaMap_GetPlayerRaceName() == "chaos_marine_race" then factionname = "$3950214" colorscheme = "default_0" elseif MetaMap_GetPlayerRaceName() == "guard_race" then factionname = "$3950219" colorscheme = "default_4" elseif MetaMap_GetPlayerRaceName() == "ork_race" then factionname = "$3950215" colorscheme = "default_4" elseif MetaMap_GetPlayerRaceName() == "space_marine_race" then factionname = "$3950213" colorscheme = "default_0" elseif MetaMap_GetPlayerRaceName() == "tau_race" then factionname = "$3950224" colorscheme = "default_4" elseif MetaMap_GetPlayerRaceName() == "eldar_race" then factionname = "$3950217" colorscheme = "default_5" elseif MetaMap_GetPlayerRaceName() == "necron_race" then factionname = "$3950223" colorscheme = "default_0" elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then factionname = "$3950220" colorscheme = "default_1" elseif MetaMap_GetPlayerRaceName() == "sisters_race" then factionname = "$3900048" colorscheme = "default_2" end g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 0) Misc_PlayerTeamColor(g_Player1, colorscheme)

--setting up the upgrades for the commander MetaMap_UpdatePlayerWargear(g_Player1)

g_Player2 = Setup_Player(1, "$3950213", "space_marine_race", 1) -- space marine p2 g_Player3 = Setup_Player(2, "$3950213", "space_marine_race", 1) -- beacons g_Player4 = Setup_Player(3, "$3950213", "space_marine_race", 1) -- sidebase g_Player5 = Setup_Player(4, "$3950213", "space_marine_race", 1) -- scouts Misc_PlayerTeamColor(g_Player2, "default_0") Misc_PlayerTeamColor(g_Player3, "default_0") Misc_PlayerTeamColor(g_Player4, "default_0") Misc_PlayerTeamColor(g_Player5, "default_0")

end

--[[ the OnGameRestore() function is mandatory!, this will only get called after loading a game ]] function OnGameRestore() end

--[[This function runs first, here you can setup anything you want to happen before the game starts.]] function OnInit()

Rule_AddOneShot(Rule_CreateSMBases, 0)

--NIS_Setup()
if g_Debug == false then
	WXP_OpeningNISPreset( )
	Util_StartNIS( EVENTS.NIS_Opening )
end

Rule_PresetAI()

--[[ Start Gameplay]]
Rule_Add( Rule_GameStart )

--[[
3950045	Destroy the beacons!
3950046	The beacons allow the space marine ships to drop down their army from space.  Destroy the beacons to stop them from drop podding.
3950047	Destroy the Space Marine Stronghold!
3950048	Destroy the stronghold to wipe the space marines off this planet!
3950049	Destroy the predator base!
3950050	Destroying the machine cults will stop the space marines from being able to build predators!
3950051	Capture the predator tanks!
3950052	Defend your newly captured predator tanks!
3950053	Destroy the back base!
3950054	There is a small base to the northeast that has been sending units down to attack via Rhino transports.  Destroy this base to stop the attacks!
]]

--[[Define Objective: Below is what lua script calls a blueprint, but is better known in C as a struct.  This is a variable that contains other variables that can be referenced with dot notation (ie: Objective_Destroy_PowerGen.title_id will return 7000200)]]
Objective_DestroyBeacons = {title_id = 3950045, short_desc_id = 3950046 , help_tip_id =3950046}
Objective_DestroyStronghold = {title_id = 3950047, short_desc_id = 3950048 , help_tip_id =3950048}
Objective_DestroyPredatorBase = {title_id = 3950049, short_desc_id = 3950050 , help_tip_id =3950050}
Objective_CaptureTanks = {title_id = 3950051, short_desc_id = 3950052 , help_tip_id =3950052}
Objective_DestroyTankBase2 = {title_id = 3950053, short_desc_id = 3950054 , help_tip_id =3950054}


end

--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]] Scar_AddInit(OnInit)


--[[ PRESET AI ]]

function Rule_PresetAI()

--[[This function is called from OnInit() and start or stop the AI.]]

Cpu_Enable(g_Player2, false)
Cpu_SetDifficulty(g_Player2,   AD_Standard)
Cpu_Enable(g_Player3, false)
Cpu_SetDifficulty(g_Player3,   AD_Standard)
Cpu_Enable(g_Player4, false)
Cpu_SetDifficulty(g_Player4,   AD_Standard)
Cpu_Enable(g_Player5, false)
Cpu_SetDifficulty(g_Player5,   AD_Insane)
--[[Cpu_EnableComponent(g_Player5, true, CT_Attacking)
Cpu_EnableComponent(g_Player5, true, CT_Tactics)
Cpu_EnableComponent(g_Player5, false, CT_BuildBuildings)
Cpu_EnableComponent(g_Player5, false, CT_BuildResearch)
Cpu_EnableComponent(g_Player5, false, CT_Defending)
Cpu_EnableComponent(g_Player5, false, CT_BuildUnits)
Cpu_EnableComponent(g_Player5, false, CT_BuildAddOns)
Cpu_EnableComponent(g_Player5, false, CT_Resourcing)]]

--[[Cpu_Enable(g_Player4, false)
Cpu_SetDifficulty(g_Player4, AD_Standard)
Cpu_EnableComponent(g_Player4, false, CT_Attacking)
Cpu_EnableComponent(g_Player4, false, CT_Tactics)
Cpu_Enable(g_Player5, false)
Cpu_SetDifficulty(g_Player5, AD_Standard)
Player_RestrictSquad(g_Player5, "necron_lord_squad")
Cpu_Enable(g_Player6, false)
Cpu_SetDifficulty(g_Player6, AD_Standard)

Cpu_EnableComponent(g_Player5, false, CT_Attacking)
Cpu_EnableComponent(g_Player5, false, CT_Tactics)
Cpu_EnableComponent(g_Player5, false, CT_BuildBuildings)
Cpu_EnableComponent(g_Player5, false, CT_BuildResearch)
Cpu_EnableComponent(g_Player4, false, CT_Resourcing)]]

end


--[[ MUSIC -- Called from Rule_GameStart()]]

function Rule_Start_Music()

t_SM_stronghold_music = {"MU_IG_STR_SpaceMarine_perc_str", "MU_IG_STR_SpaceMarine",
"MU_IG_STR_SpaceMarine_perc", "MU_IG_STR_SpaceMarine_perc_brass"}

Playlist_Manager( PC_Music, t_SM_stronghold_music, true, true , {2, 4})


--[[Set ambient sounds]]
t_SM_stronghold_ambient = {"Ambience_Paradise_Lost"}

Playlist_Manager( PC_Ambient, t_SM_stronghold_ambient, true, true , {5, 15})

end


--[[ START PLAY ]]

function Rule_GameStart()

if Event_IsAnyRunning() == false then
	Rule_Remove(Rule_GameStart)
	
	if g_Debug == true then
		FOW_RevealAll()
	end
	
	-- Set Difficulty Level
	DifficultyLevel()
	
	--[[ Set resources for both players ]]
	Player_SetAllResources(g_Player1, 1000, 300, 20)
	
	-- Timer
	Rule_UI_Game_Timer()
	
	--Music
	Rule_AddOneShot(Rule_Start_Music, 0)
	
	-- Create Bases
	Rule_AddOneShot(Rule_CreatePlayerBases, 0)
	-- this line is here because it needs to be created with the player bases
	Entity_CreateBuildingMarker(g_Player3, "eg_InitialBeacon", "sm_beacon", "mkr_initialbeacon", 1) 		
	Rule_AddOneShot(Rule_SetupOtherStuff, 4)
	
	-- Objectives
	Rule_AddInterval(Rule_Objective_DestroyBeaconsHelper, 1)
	Rule_AddInterval(CheckForFirstRhinoKill, 2)
	
	-- Gameplay Rules
	Rule_AddInterval(UpdateDropPoints, 1)
	Rule_AddInterval(InitialAttack, 1)
	Rule_AddInterval(AttackMoveToMarkers, 5)
	Rule_AddInterval(Lose, 10)
	Rule_AddInterval(IntelligentlyMoveAttacks, 5)
	
	Rule_AddInterval(Rule_GrantResearch, g_ResearchTimer)
	Rule_AddInterval(TierUp, g_TierUpTimer)
	Rule_AddInterval(Thunderhawks_SendIn, 2)
	Rule_AddInterval(FinalStand, 3)
	Rule_AddInterval(AttackWithMainBaseGuys, 1)
	Rule_AddInterval(Relic, 1)
	Rule_AddInterval(RhinoBase, 1)
	Rule_AddOneShot(SetupAirBaseDefense, 5)
	Rule_AddInterval(AttackFromMainBase, g_AttackFromMainBaseInterval)
	--Rule_AddInterval(AttackMoveFromGather, g_AttackFromGatherTimer)
	Rule_AddInterval(DespawnTransports, 2)
	Rule_AddInterval(SkullProbeProduction, 40)
	Rule_AddInterval(SkullProbePatrol, 2)
	Rule_AddInterval(SendAirUnitCoolDown,1)
	Commander_Research()
	Rule_AddInterval(Commander_Skills, 2)
	Rule_AddInterval(Commander_Cooldowns, 1)
	
	--IE's
	Rule_AddInterval(MostBeaconsDeadIE, 3)
	Rule_AddInterval(Taunt1, 3)
	Rule_AddInterval(DamageFirstMine,2)
	Rule_AddInterval(PlayerNearRhinoBase, 3)
	Rule_AddInterval(PlayerNearMainBase, 3)
	Rule_AddInterval(TwoBeaconsLeftIE, 2)
	Rule_AddInterval(Taunt2,1)
	Rule_AddInterval(Taunt3,1)
	
	
	
	--[[ Clean up -- Since we did Rule_Add(Rule_GameStart) it was attempting to run this function every frame, but now that it has finished running, we don't need it to run anymore.]]
	
end

end

-- Create and Initially Show the Game Timer function Rule_UI_Game_Timer()

g_UI_gameTimer	= 0

WinWarning_Add( "ui_gameTime", World_GetPlayerAt(0), "", "", "" )

Rule_AddInterval(Rule_UI_Game_Timer_Tick, 1)

end

-- Updates and shows the Game Timer every second function Rule_UI_Game_Timer_Tick()

g_UI_gameTimer = g_UI_gameTimer+1

WinWarning_SetText( "ui_gameTime", Loc_FormatText1( 60445, Loc_FormatTime( 60409, g_UI_gameTimer ) ) )

end

--[[Drops down buildings at markers, to create the SM bases around the map]] function Rule_CreateSMBases()

--[[MainBase]]
--Entity_CreateBuildingMarker(g_Player2, "eg_CenterBase", "monolith", "mkr_centerbase_monolith", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_SMBase", "space_marine_hq", "mkr_sm_hq", 1)
EGroup_ForceAddOn("eg_SMBase", "space_marine_hq_addon_1")
EGroup_ForceAddOn("eg_SMBase", "space_marine_hq_addon_2")
Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseBarracks1", "space_marine_barracks", "mkr_sm_barracks1", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseBarracks2", "space_marine_barracks", "mkr_sm_barracks2", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseBarracks3", "space_marine_barracks", "mkr_sm_barracks3", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseArmory", "space_marine_armoury", "mkr_sm_armory", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseSacredArtifact", "space_marine_ability_building", "mkr_sm_sacredartifact", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseOrbitalRelay", "space_marine_orbital_relay_stronghold_sp", "mkr_sm_orbitalrelay", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseMachineCult1", "space_marine_vehicle_building", "mkr_sm_machinecult", 1)
--Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseMachineCult2", "space_marine_vehicle_building", "mkr_sm_machinecult2", 1)

for i=1,5 do
	Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseGenerator"..i, "space_marine_generator", "mkr_sm_generator"..i, 1)
end
for i=1,12 do
	local flag = false
	flag = Entity_CreateBuildingMarker(g_Player2, "eg_SMBaseTurret"..i, "space_marine_turret_bolter", "mkr_sm_turret"..i, 1)
	if flag == true then
		EGroup_ForceAddOn("eg_SMBaseTurret"..i, "space_marine_list_post_addon_2")
	else
		-- didnt spawn
	end
end
for i=1,13 do
	Entity_CreateBuildingMarker(g_Player2, "eg_SMMine"..i, "space_marine_mine_field", "mkr_sm_mine"..i, 1)
end

--[[Vehicle Base 1]]
-- buildings
EGroup_Create("eg_TankBase")
for i=1,4 do
	Entity_CreateBuildingMarker(g_Player2, "eg_TankBase"..i, "space_marine_vehicle_building", "mkr_tankbase1_machinecult"..i, 1)
	EGroup_AddGroup("eg_TankBase", "eg_TankBase"..i)
end
for i=1,6 do
	Entity_CreateBuildingMarker(g_Player2, "eg_TankBase1Turret"..i, "space_marine_turret_bolter", "mkr_tankbase1_turret"..i, 1)
end

--[[Vehicle Base 2]]
Entity_CreateBuildingMarker(g_Player2, "eg_Tank2Base", "space_marine_hq", "mkr_tankbase2_hq", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_Tank2BaseBarracks", "space_marine_barracks", "mkr_tankbase2_barracks", 1)
Entity_CreateBuildingMarker(g_Player2, "eg_Tank2BaseTank", "space_marine_vehicle_building", "mkr_tankbase2_tank", 1)
for i=1,4 do
	Entity_CreateBuildingMarker(g_Player2, "eg_TankBase2Turret"..i, "space_marine_turret_bolter", "mkr_tankbase2_turret"..i, 1)
end	

-- give the AI all of the strategic points, and put upgraded listening posts on them
--[[Strategic Points]]
for i = 1,11 do
	EGroup_SetPlayerOwner("eg_LP"..i, g_Player2)
	local Flag = false
	Flag = Entity_CreateBuildingPosition(g_Player2, "eg_ListeningPosts"..i, "space_marine_listening_post", EGroup_GetPosition("eg_LP"..i), 1)
	if Flag == true then
		if i >=2 then
			EGroup_ForceAddOn("eg_ListeningPosts"..i, "space_marine_list_post_addon_1")
		end
		if i >= 4 then
			EGroup_ForceAddOn("eg_ListeningPosts"..i, "space_marine_list_post_addon_2")
		end
	else
		-- couldnt be created
	end
end

--[[Relic]]
EGroup_SetPlayerOwner("eg_Relic", g_Player2)
Entity_CreateBuildingPosition(g_Player2, "eg_RelicPost", "space_marine_listening_post", EGroup_GetPosition("eg_Relic"), 1)
EGroup_ForceAddOn("eg_RelicPost", "space_marine_list_post_addon_1")
EGroup_ForceAddOn("eg_RelicPost", "space_marine_list_post_addon_2")

--[[Beacons]]	
for i=1, 12 do
	Entity_CreateBuildingMarker(g_Player3, "eg_Beacon"..i, "sm_beacon", "mkr_beacon"..i, 1)
end

end

function Rule_CreatePlayerBases()

local Race
local Player

Race = MetaMap_GetPlayerNRaceName(0)
Player = g_Player1

if Race == "chaos_marine_race" then
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "chaos_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "chaos_squad_slave", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"chaos_armoury",
	"chaos_listening_post",
	"chaos_mine_field",
	"chaos_plasma_generator",
	"chaos_thermo_plasma_generator",
	"chaos_turret_bolter"
	}
	
	t_unit_exceptions = {}
	
	
elseif Race == "guard_race" then
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "guard_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "guard_squad_enginseer", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"guard_listening_post",
	"guard_mines",
	"guard_plasma_generator",
	"guard_tactica",
	"guard_thermo_plasma",
	"guard_turret_heavy_bolter"
	}
	
	t_unit_exceptions = {}
	
elseif Race == "ork_race" then
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "ork_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "ork_squad_grot", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"ork_bigger_generator",
	"ork_generator",
	"ork_gork_totem",
	"ork_mine_field",
	"ork_pile_o_guns",
	"ork_waagh_banner"
	}
	
	t_unit_exceptions = {}
	
elseif Race == "space_marine_race" then
	
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "space_marine_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "space_marine_squad_servitor", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"space_marine_armoury",
	"space_marine_generator",
	"space_marine_listening_post",
	"space_marine_mine_field",
	"space_marine_turret_bolter",
	"space_marine_thermo_generator"
	}
	
	t_unit_exceptions = {}
	
elseif Race == "tau_race" then
	
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "tau_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "tau_builder_squad", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"tau_listening_post",
	"tau_research_building",
	"tau_shrine_of_kauyon",
	"tau_shrine_of_montka",
	"tau_shrine_of_purpose",
	"tau_thermoplasma_generator",
	"tau_turret_sp",	
	"tau_plasma_generator"
	}
	
	t_unit_exceptions = {}
	
elseif Race == "necron_race" then
	
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "monolith", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "necron_builder_scarab_squad", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"necron_listening_post",
	"necron_summoning_core",
	"necron_plasma_generator",
	"necron_energy_core",
	"necron_greater_summoning_core",
	"necron_forbidden_archive",
	"necron_thermoplasma_generator",
	"necron_turret"
	}
	
	t_unit_exceptions = {}
	
	
elseif Race == "eldar_race" then
	
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "eldar_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "eldar_squad_bonesinger", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"eldar_advanced_warp_generator",
	"eldar_listening_post",
	"eldar_mine_field",
	"eldar_soul_shrine",
	"eldar_support_platform_scatterlaser",
	"eldar_warp_generator"
	}
	
	t_unit_exceptions = {}
	
elseif Race == "dark_eldar_race" then
	
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "dark_eldar_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "dark_eldar_squad_slave", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"dark_eldar_haemonculus_laboratory",
	"dark_eldar_listening_post",
	"dark_eldar_plasma_generator",
	"dark_eldar_slave_caravel",
	"dark_eldar_soul_cage",
	"dark_eldar_thermo_plasma"		
	}
	
	t_unit_exceptions = {}
	
elseif Race == "sisters_race" then
	
	
	Entity_CreateBuildingMarker(Player, "eg_Player_HQ", "sisters_hq", "mkr_Player_HQ", 1)
	Util_CreateSquadsAtMarkerEx(Player, "sg_Player_Builder", "sisters_squad_servitor", "mkr_Player_Builder", 1, 1)
	
	--win/loss
	t_building_exceptions = {
	"sisters_thermo_plasma",
	"sisters_plasma_generator",
	"sisters_turret_flamer",
	"sisters_holy_reliquary",
	"sisters_listening_post",
	"sisters_mines",
	"sisters_sanctuary"
	}
	
	t_unit_exceptions = {}
	
end

t_blueprintbonus = {}

MetaMap_GetRaceStartingSquadsList(MetaMap_GetPlayerNRaceName(0), t_blueprintbonus)	

for j = 1,  table.getn(t_blueprintbonus) do
	
	Util_CreateSquadsAtMarker(g_Player1, "sg_Bonus"..j, t_blueprintbonus[j], "mkr_Player_Builder", 1)
	
end

--[[TODO: Remove! DEBUG USE ONLY!]] if g_Debug == true then EGroup_SetHealthInvulnerable("eg_Player_HQ", true) end

ForwardBases()

end

function ForwardBases()

--determine race specific blueprints to be looked for when creating forward base
if MetaMap_GetPlayerRaceName() == "chaos_marine_race" then
	
	g_bonus_generator = "chaos_plasma_generator"
	g_bonus_turret = "chaos_turret_bolter"
	g_bonus_barracks = "chaos_temple"
	g_bonus_barracks2 = 0 --value on used for tau kroot nest, dummy value for all other races, like the Tau turret.
	g_bonus_research = "chaos_armoury"
	
elseif MetaMap_GetPlayerRaceName() == "eldar_race" then
	
	g_bonus_generator = "eldar_warp_generator"
	g_bonus_turret = "eldar_support_platform_scatterlaser"
	g_bonus_barracks = "eldar_aspect_portal"
	g_bonus_barracks2 = 0 --value on used for tau kroot nest, dummy value for all other races, like the Tau turret.
	g_bonus_research = "eldar_soul_shrine"
	
elseif MetaMap_GetPlayerRaceName() == "guard_race" then
	
	g_bonus_generator = "guard_plasma_generator"
	g_bonus_turret = "guard_turret_heavy_bolter"
	g_bonus_barracks = "guard_infantry"
	g_bonus_barracks2 = 0 --value on used for tau kroot nest, dummy value for all other races, like the Tau turret.
	g_bonus_research = "guard_tactica"
	
elseif MetaMap_GetPlayerRaceName() == "ork_race" then
	
	g_bonus_generator = "ork_generator"
	g_bonus_turret = "ork_waagh_banner"
	g_bonus_barracks = "ork_boy_hut"
	g_bonus_barracks2 = 0 --value on used for tau kroot nest, dummy value for all other races, like the Tau turret.
	g_bonus_research = "ork_pile_o_guns"
	
elseif MetaMap_GetPlayerRaceName() == "space_marine_race" then
	
	g_bonus_generator = "space_marine_generator"
	g_bonus_turret = "space_marine_turret_bolter"
	g_bonus_barracks = "space_marine_barracks"
	g_bonus_barracks2 = 0 --value on used for tau kroot nest, dummy value for all other races, like the Tau turret.
	g_bonus_research = "space_marine_armoury"
	
elseif MetaMap_GetPlayerRaceName() == "tau_race" then
	
	g_bonus_generator = "tau_plasma_generator"
	g_bonus_turret = 0  --tau have no turrets, so zero is simply a filler value to establish the variable instead of writting cutom checks for tau later.  0 will never be a value fed in by code, so it simply allows the algorithm to function in a standadrd manner for all races.
	g_bonus_barracks = "tau_barracks"
	g_bonus_barracks2 = "tau_kroot_nest"
	g_bonus_research = "tau_research_building"
	
elseif MetaMap_GetPlayerRaceName() == "sisters_race" then
	
	g_bonus_generator = "sisters_plasma_generator"
	g_bonus_turret = "sisters_turret_flamer"
	g_bonus_barracks = "sisters_infantry"
	g_bonus_barracks2 = 0 --value on used for tau kroot nest, dummy value for all other races, like the Tau turret.
	g_bonus_research = "sisters_sanctuary"
	
elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then
	
	g_bonus_generator = "dark_eldar_plasma_generator"
	g_bonus_turret = "dark_eldar_slave_caravel"
	g_bonus_barracks = "dark_eldar_hall_of_blood"
	g_bonus_barracks2 = "dark_eldar_skimmer_shop"
	g_bonus_research = "dark_eldar_haemonculus_laboratory"
	
elseif MetaMap_GetPlayerRaceName() == "necron_race" then
	
	g_bonus_generator = "necron_plasma_generator"
	g_bonus_turret = "necron_turret"
	g_bonus_barracks = "necron_summoning_core"
	g_bonus_barracks2 = 0 --value on used for tau kroot nest, dummy value for all other races, like the Tau turret.
	g_bonus_research = "necron_forbidden_archive"
	
end

--Add in any bonus buildings made availible if the player has purchased them via owning Hyperion peaks province
t_blueprintEntitybonus = {}


-- Always builds the building (prevents crashes and speeds things up)
function user_CreateBuilding(p_PlayerID, p_EGroupID, p_MarkerName, p_Blueprint)
	l_EntityID = Entity_Create(p_Blueprint, p_PlayerID, Marker_GetPosition(Marker_FromName(p_MarkerName, "basic_marker" )))
	EGroup_Add(EGroup_CreateIfNotFound(p_EGroupID), l_EntityID)
	Entity_Spawn(l_EntityID)                        
end

MetaMap_GetAttackingRaceStartingEntitiesList(t_blueprintEntitybonus)

for j=1,table.getn(t_blueprintEntitybonus) do
	
	if t_blueprintEntitybonus[j] == g_bonus_generator then
		user_CreateBuilding(g_Player1, "eg_Bonus"..j,"MM_Reinforcement"..g_bonus_gen_counter, t_blueprintEntitybonus[j])
		--increase by one, the next generator will then spawn at the correct marker after this one
		g_bonus_gen_counter = g_bonus_gen_counter + 1
	elseif t_blueprintEntitybonus[j] == g_bonus_turret then
		user_CreateBuilding(g_Player1, "eg_Bonus"..j,"MM_Reinforcement"..g_bonus_turret_counter, t_blueprintEntitybonus[j])
		--increase by one, the next turret will then spawn at the correct marker after this one
		g_bonus_turret_counter = g_bonus_turret_counter + 1
	elseif t_blueprintEntitybonus[j] == g_bonus_barracks then
		--fixed marker spawn based on Phil's table.  Only one barracks is spawned, always at marker 10
		--Necron intentionally spawn a summoning core in place of a barracks due to the monolith doubling as their barracks.
		user_CreateBuilding(g_Player1, "eg_Bonus"..j,"MM_Reinforcement10", t_blueprintEntitybonus[j])
	elseif t_blueprintEntitybonus[j] == g_bonus_research then
		--fixed marker spawn based on Phil's table.  Only one research building is spawned, always at marker 11
		user_CreateBuilding(g_Player1, "eg_Bonus"..j,"MM_Reinforcement11", t_blueprintEntitybonus[j])
	elseif t_blueprintEntitybonus[j] == g_bonus_barracks2 then
		--This will only be used to spawn the kroot nest when the player is Tau, otherwise it will be passed over due to g_bonus_barracks2 being a dummy value.
		--fixed marker spawn based on Phil's table.  Only one kroot nest is spawned, always at marker 13
		user_CreateBuilding(g_Player1, "eg_Bonus"..j,"MM_Reinforcement13", t_blueprintEntitybonus[j])
	end
end

end

function DifficultyLevel() local StrongholdStrength = MetaMap_GetTerritoryMilitaryStrength(MetaMap_GetDefendingTerritoryIndex())

if StrongholdStrength == 10 or StrongholdStrength == 11 or StrongholdStrength == 12 then
	g_Difficulty = 1
elseif StrongholdStrength == 13 or StrongholdStrength == 14 or StrongholdStrength == 15 then
	g_Difficulty = 2
elseif  StrongholdStrength == 16 or StrongholdStrength == 17 then
	g_Difficulty = 3
end	

end

function SpawnSMBaseDudes()

-- spawn 2 predators
for i=1,2 do
	Util_CreateSquadsAtMarkerEx(g_Player2, "sg_TopRightPredator"..i, "space_marine_squad_predator", "mkr_top_right_predator"..i, 1, 1)
	Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopRightPredator"..i), 1),"space_marine_lascannon_twin_predator", 1)
	Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopRightPredator"..i), 1),"space_marine_lascannon_tank_right", 1)
	Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopRightPredator"..i), 1),"space_marine_lascannon_tank_left", 1)
	SGroup_FaceMarker("sg_TopRightPredator"..i, "mkr_top_right_face")
end

-- spawn whirlwind
Util_CreateSquadsAtMarkerEx(g_Player2, "sg_TopRightWhirlwind", "space_marine_squad_whirlwind", "mkr_top_right_whirlwind1", 1, 1)
--SGroup_FaceMarker("sg_TopRightWhirlwind", "mkr_top_right_face")
-- spawn 2 predators
for i=1,2 do
	Util_CreateSquadsAtMarkerEx(g_Player2, "sg_TopLeftPredator"..i, "space_marine_squad_predator", "mkr_top_left_predator"..i, 1, 1)
	Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopLeftPredator"..i), 1),"space_marine_lascannon_twin_predator", 1)
	Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopLeftPredator"..i), 1),"space_marine_lascannon_tank_right", 1)
	Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopLeftPredator"..i), 1),"space_marine_lascannon_tank_left", 1)
	SGroup_FaceMarker("sg_TopLeftPredator"..i, "mkr_top_left_face")
end
-- spawn whirlwind
--Util_CreateSquadsAtMarkerEx(g_Player2, "sg_TopLeftWhirlwind", "space_marine_squad_whirlwind", "mkr_top_left_whirlwind1", 1, 1)
--SGroup_FaceMarker("sg_TopLeftWhirlwind", "mkr_top_left_face")

-- spawn jumpers
for i=1,4 do
	Util_CreateSquadsAtMarkerEx(g_Player2, "sg_Jumper"..i, "space_marine_squad_assault_sp_dxp3", "mkr_assaultjump"..i, 1, 8)
	Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_Jumper"..i), 1),"space_marine_chainsword_assault", 1)
	SGroup_AddLeaders("sg_Jumper"..i)
end

end

function Rule_SetupOtherStuff() SpawnSMBaseDudes() Rule_AddInterval(SMBaseJumperJump,2) ResearchAtStart() Rule_AddInterval(DeepStrikeFromOrbitalRelay,1) Rule_AddInterval(SpawnScouts, 3) CreateLandRaiderAndTM() Rule_AddInterval(TMAI,1) Rule_AddInterval(DropPodMainBase,1) Rule_AddInterval(SideBase1Functionality,3) Rule_AddInterval(SideBase2Functionality,3) Rule_AddInterval(CheckForFirstPredatorKill,1) Util_StartIntel(EVENTS.IE_Intro)

end

function SpaceMarineMoraleBoost() for i=1,22 do if SGroup_IsMoraleBroken("sg_MainBase_SM"..i, false) < .25 then Cmd_CastAbilitySelf("sg_MainBase_SM"..i, "marines_rally") end end end

function IncreaseSimultaneousBeacons() if g_SimultaneousBeacons <= 1 then g_SimultaneousBeacons = g_SimultaneousBeacons + 1 if g_DropPodTier > 2 then g_DropPodTier = g_DropPodTier - 1 end else Rule_Remove(IncreaseSimultaneousBeacons) end end

function Util_DropPodsAndDeepStrike()

if g_SimultaneousBeacons >  g_TotalDropPoints then
	g_SimultaneousBeacons =  g_TotalDropPoints
elseif g_TotalDropPoints == 0 then
	Rule_Remove(Util_DropPodsAndDeepStrike)
end

if g_SimultaneousBeacons > 0 then
	for i=1, g_SimultaneousBeacons do
		DropPodsAndDeepStrike()
	end
end

end

function DropPodsAndDeepStrike()

local Rand = 0

if g_TotalDropPoints > 0 then
	g_TotalDeepStrikeCounter = g_TotalDeepStrikeCounter + 1
	
	-- if there is a player near any of the points, choose that point, else, pick a random point
	local DropPoint = 0
	for i=1,g_TotalDropPoints do
		if Player_AreSquadsNearMarker(g_Player1, "mkr_droppod"..t_DropPoints[i]) then
			DropPoint = t_DropPoints[i]
			break
		end
	end
	if DropPoint == 0 then
		DropPoint = t_DropPoints[ World_GetRand(1, g_TotalDropPoints ) ]
	end
	
	if g_DropPodTier == 1 then
		-- 2 space marines
		for i=1,2 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(3,5), DropPoint, true)
			end
		end
	elseif g_DropPodTier == 2 then
		-- 3 space marines
		for i=1,3 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(4,6), DropPoint, true)
			end
		end
	elseif g_DropPodTier == 3 then
		-- 4 space marines
		for i=1,4 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(4,8), DropPoint, true)
			end
		end
	elseif g_DropPodTier == 4 then
		-- 1 sm / 1 dn-hf
		for i=1,1 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(4,8), DropPoint, true)
			end
		end
		if World_GetRand(1,2) == 1 and PopCheck(g_DreadnoughtCount, "sg_Dreadnought", g_MaxDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_Dreadnought", g_DreadnoughtCount, "space_marine_squad_dreadnought", 1, 1, DropPoint, false)
		elseif PopCheck(g_HFDreadnoughtCount, "sg_HFDreadnought", g_MaxHFDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_HFDreadnought", g_HFDreadnoughtCount, "space_marine_squad_dreadnought_hellfire", 1, 1, DropPoint, false)
		end
	elseif g_DropPodTier == 5 then
		-- 2 sm / 1 dn-hf
		for i=1,2 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(4,7), DropPoint, true)
			end
		end
		if World_GetRand(1,2) == 1 and PopCheck(g_DreadnoughtCount, "sg_Dreadnought", g_MaxDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_Dreadnought", g_DreadnoughtCount, "space_marine_squad_dreadnought", 1, 1, DropPoint, false)
		elseif PopCheck(g_HFDreadnoughtCount, "sg_HFDreadnought", g_MaxHFDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_HFDreadnought", g_HFDreadnoughtCount, "space_marine_squad_dreadnought_hellfire", 1, 1, DropPoint, false)
		end
	elseif g_DropPodTier == 6 then
		-- 3 sm / 1 dn-hf
		for i=1,3 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(4,7), DropPoint, true)
			end
		end
		if World_GetRand(1,2) == 1 and PopCheck(g_DreadnoughtCount, "sg_Dreadnought", g_MaxDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_Dreadnought", g_DreadnoughtCount, "space_marine_squad_dreadnought", 1, 1, DropPoint, false)
		elseif PopCheck(g_HFDreadnoughtCount, "sg_HFDreadnought", g_MaxHFDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_HFDreadnought", g_HFDreadnoughtCount, "space_marine_squad_dreadnought_hellfire", 1, 1, DropPoint, false)
		end
	elseif g_DropPodTier == 7 then
		-- 1 sm / 1 dn-hf / 1 term-assterm
		for i=1,1 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(5,8), DropPoint, true)
			end
		end
		if World_GetRand(1,2) == 1 and PopCheck(g_DreadnoughtCount, "sg_Dreadnought", g_MaxDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_Dreadnought", g_DreadnoughtCount, "space_marine_squad_dreadnought", 1, 1, DropPoint, false)
		elseif PopCheck(g_HFDreadnoughtCount, "sg_HFDreadnought", g_MaxHFDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_HFDreadnought", g_HFDreadnoughtCount, "space_marine_squad_dreadnought_hellfire", 1, 1, DropPoint, false)
		end
		if World_GetRand(1,2) == 1 and PopCheck(g_TerminatorCount, "sg_Terminators", g_MaxTerminators) == true then
			Util_DeepStrike(g_Player2, "sg_Terminators", g_TerminatorCount, "space_marine_squad_terminator", 1, World_GetRand(4,7), DropPoint, true)
		elseif PopCheck(g_AssaultTerminatorCount, "sg_AssaultTerminators", g_MaxAssaultTerminators) == true then
			Util_DeepStrike(g_Player2, "sg_AssaultTerminators", g_AssaultTerminatorCount, "space_marine_squad_terminator_assault", 1, World_GetRand(4,7), DropPoint, true)
		end
	elseif g_DropPodTier == 8 then
		-- 2 sm / 1 dn-hf / 1 term-assterm
		for i=1,2 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(5,7), DropPoint, true)
			end
		end
		if World_GetRand(1,2) == 1 and PopCheck(g_DreadnoughtCount, "sg_Dreadnought", g_MaxDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_Dreadnought", g_DreadnoughtCount, "space_marine_squad_dreadnought", 1, 1, DropPoint, false)
		elseif PopCheck(g_HFDreadnoughtCount, "sg_HFDreadnought", g_MaxHFDreadnought) == true then
			Util_DeepStrike(g_Player2, "sg_HFDreadnought", g_HFDreadnoughtCount, "space_marine_squad_dreadnought_hellfire", 1, 1, DropPoint, false)
		end
		if World_GetRand(1,2) == 1 and PopCheck(g_TerminatorCount, "sg_Terminators", g_MaxTerminators) == true then
			Util_DeepStrike(g_Player2, "sg_Terminators", g_TerminatorCount, "space_marine_squad_terminator", 1, World_GetRand(4,8), DropPoint, true)
		elseif PopCheck(g_AssaultTerminatorCount, "sg_AssaultTerminators", g_MaxAssaultTerminators) == true then
			Util_DeepStrike(g_Player2, "sg_AssaultTerminators", g_AssaultTerminatorCount, "space_marine_squad_terminator_assault", 1, World_GetRand(4,8), DropPoint, true)
		end
	elseif g_DropPodTier == 9 then
		-- 3 sm and 1 dn-hf OR 1 term-assterm
		for i=1,3 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(4,8), DropPoint, true)
			end
		end
		if World_GetRand(1,2) == 1 then
			if World_GetRand(1,2) == 1 and PopCheck(g_DreadnoughtCount, "sg_Dreadnought", g_MaxDreadnought) == true then
				Util_DeepStrike(g_Player2, "sg_Dreadnought", g_DreadnoughtCount, "space_marine_squad_dreadnought", 1, 1, DropPoint, false)
			elseif PopCheck(g_HFDreadnoughtCount, "sg_HFDreadnought", g_MaxHFDreadnought) == true then
				Util_DeepStrike(g_Player2, "sg_HFDreadnought", g_HFDreadnoughtCount, "space_marine_squad_dreadnought_hellfire", 1, 1, DropPoint, false)
			end
		else
			if World_GetRand(1,2) == 1 and PopCheck(g_TerminatorCount, "sg_Terminators", g_MaxTerminators) == true then
				Util_DeepStrike(g_Player2, "sg_Terminators", g_TerminatorCount, "space_marine_squad_terminator", 1, World_GetRand(5,8), DropPoint, true)
			elseif PopCheck(g_AssaultTerminatorCount, "sg_AssaultTerminators", g_MaxAssaultTerminators) == true then
				Util_DeepStrike(g_Player2, "sg_AssaultTerminators", g_AssaultTerminatorCount, "space_marine_squad_terminator_assault", 1, World_GetRand(5,8), DropPoint, true)
			end
		end
	elseif g_DropPodTier >= 10 then
		-- 2 sm and 1 dn-hf OR 2 term-assterm
		for i=1,2 do
			if PopCheck(g_SpaceMarineCount, "sg_SpaceMarines", g_MaxSpaceMarines) == true then
				Util_DeepStrike(g_Player2, "sg_SpaceMarines", g_SpaceMarineCount, "space_marine_squad_tactical", 1, World_GetRand(4,8), DropPoint, true)
			end
		end
		if World_GetRand(1,2) == 1 then
			if World_GetRand(1,2) == 1 and PopCheck(g_DreadnoughtCount, "sg_Dreadnought", g_MaxDreadnought) == true then
				Util_DeepStrike(g_Player2, "sg_Dreadnought", g_DreadnoughtCount, "space_marine_squad_dreadnought", 1, 1, DropPoint, false)
			elseif PopCheck(g_HFDreadnoughtCount, "sg_HFDreadnought", g_MaxHFDreadnought) == true then
				Util_DeepStrike(g_Player2, "sg_HFDreadnought", g_HFDreadnoughtCount, "space_marine_squad_dreadnought_hellfire", 1, 1, DropPoint, false)
			end
		else
			for i=1,2 do
				if i == 1 and PopCheck(g_TerminatorCount, "sg_Terminators", g_MaxTerminators) == true then
					Util_DeepStrike(g_Player2, "sg_Terminators", g_TerminatorCount, "space_marine_squad_terminator", 1, World_GetRand(5,8), DropPoint, true)
				elseif PopCheck(g_AssaultTerminatorCount, "sg_AssaultTerminators", g_MaxAssaultTerminators) == true then
					Util_DeepStrike(g_Player2, "sg_AssaultTerminators", g_AssaultTerminatorCount, "space_marine_squad_terminator_assault", 1, World_GetRand(5,8), DropPoint, true)
				end
			end
		end
	end
end

end

function Util_DeepStrike(Player, SGroup, Counter, Blueprint, Squads, SquadNum, Point, CommanderFlag)

-- increase counter based on blueprint
if Blueprint == "space_marine_squad_tactical" then
	g_SpaceMarineCount = g_SpaceMarineCount + 1
elseif Blueprint == "space_marine_squad_dreadnought" then
	g_DreadnoughtCount = g_DreadnoughtCount + 1
elseif Blueprint == "space_marine_squad_dreadnought_hellfire" then
	g_HFDreadnoughtCount = g_HFDreadnoughtCount + 1
elseif Blueprint == "space_marine_squad_terminator" then
	g_TerminatorCount = g_TerminatorCount + 1
elseif Blueprint == "space_marine_squad_terminator_assault" then
	g_AssaultTerminatorCount = g_AssaultTerminatorCount + 1
end	

if g_TotalDeepStrikeCounter == g_PlayIEAtDeepStrikeNumber and g_DeepStrikeIEFlag == false then
	g_DeepStrikeIEFlag = true
	Util_StartIntel(EVENTS.IE_AfterACoupleDeepStrikes)
end

local Commander = World_GetRand(1,6)

if Commander == 1 then
	--force commander (hero) -- battlecry (pbae dmg/morale), orbital bombardment
	CommBluePrint = "space_marine_squad_force_commander"
	CommCounter = g_ForceCommanderCounter
	CommMaxPop = g_MaxForceCommander
	CommSGroup = "sg_ForceCommander"
elseif Commander >= 4 then
	-- apothecary (healer) -- increases regen rate on units -- no special abilities, cap of 4
	CommBluePrint = "space_marine_squad_apothecary"
	CommCounter = g_ApothecaryCounter
	CommMaxPop = g_MaxApothecary
	CommSGroup = "sg_Apothecary"
elseif Commander == 3 then
	-- chaplain (vet/hero) -- increases regen rate -- demoralizing shout demoralizes a squad target
	CommBluePrint = "space_marine_squad_chaplain"
	CommCounter = g_ChaplainCounter
	CommMaxPop = g_MaxChaplain
	CommSGroup = "sg_Chaplain"
elseif Commander == 2 then
	-- librarian (good vs daemons) -- smite - targetted ae dmg, weaken resolve - reduce morale recover rate (squad target), word of the emperor - no infantry can die while active
	CommBluePrint = "space_marine_squad_librarian"
	CommCounter = g_LibrarianCounter
	CommMaxPop = g_MaxLibrarian
	CommSGroup = "sg_Librarian"
end

-- spawn the squad that we sent into the function
Util_CreateSquadsAtMarkerEx(Player, SGroup..Counter, Blueprint, "mkr_sm_deepstrikespawn" , Squads, SquadNum)

-- SM Squad - Leader, Flamer, Heavy Bolter, Plasma Gun, Missle Launcher
if Blueprint == "space_marine_squad_tactical" and g_SMTUpgrades == true then
	local WeaponUpgrades = World_GetRand(1, SquadNum)
	if WeaponUpgrades > 5 then
		WeaponUpgrades = 5
	end
	for i = 1, WeaponUpgrades do
		local WeaponType = World_GetRand(1, 4)
		if WeaponType == 1 then
			Weapon = "space_marine_heavy_bolter_tactical"
		elseif WeaponType == 2 then
			Weapon = "space_marine_flamer_tactical"
		elseif WeaponType == 3 then
			Weapon = "space_marine_missile_launcher_tactical"
		elseif  WeaponType == 4 then
			Weapon = "space_marine_plasma_gun"
		end
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SGroup..Counter), 1),Weapon, 1)
	end
	Chance = World_GetRand(1,10)
	if Chance >= 8 then
		SGroup_AddLeaders(SGroup..Counter)
	end
end

-- Terminator - squad size 8, heavy flamer / assault cannon (2 possible)
if Blueprint == "space_marine_squad_terminator" then
	local WeaponUpgrades = World_GetRand(1,2)
	for i = 1, WeaponUpgrades do
		local WeaponType = World_GetRand(1, 2)
		if WeaponType == 1 then
			Weapon = "space_marine_heavy_flamer"
		elseif WeaponType == 2 then
			Weapon = "space_marine_assault_cannon_terminator"
		end
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SGroup..Counter), 1),Weapon, 1)
	end
end

-- Dreadnaught Weapon Upgrades
if Blueprint == "space_marine_squad_dreadnought" and g_DNUpgrades == true then
	if World_GetRand(1,2) then
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SGroup..Counter), 1),"space_marine_assault_cannon_dreadnought", 1)
	else
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SGroup..Counter), 1),"space_marine_lascannon_twin_dreadnought", 1)
	end
end

-- chance of spawning a commander with the squad
if g_DropPodTier >= 4 and g_TotalDropPoints <=9 and CommanderFlag == true then
	if World_GetRand(1,10) <= 4 then
		if PopCheck(CommCounter, CommSGroup, CommMaxPop) == true then
			Util_CreateSquadsAtMarkerEx(Player, CommSGroup..CommCounter, CommBluePrint, "mkr_sm_deepstrikespawn" , 1, 1)
			Cmd_AttachSquads(SGroup..Counter, CommSGroup..CommCounter)
			if Commander == 1 then
				ForceCommanderWeapons()
				g_ForceCommanderCounter = g_ForceCommanderCounter + 1
			elseif Commander >= 4 then
				g_ApothecaryCounter = g_ApothecaryCounter + 1
			elseif Commander == 3 then
				g_ChaplainCounter = g_ChaplainCounter + 1
			elseif Commander == 2 then
				g_LibrarianCounter = g_LibrarianCounter + 1
			end
		end
	end
end

Cmd_AttackMoveMarker(SGroup..Counter, "mkr_sm_orbitalrelay")

end

function DeepStrikeFromOrbitalRelay()

g_DeepStrikeCounter = g_DeepStrikeCounter + 1

if Player_AreSquadsNearMarker(g_Player2, "mkr_sm_orbitalrelay") and g_TotalDropPoints > 0 then
	Player_GetAllSquadsNearMarker(g_Player2, "sg_DeepStrike"..g_DeepStrikeCounter, "mkr_sm_orbitalrelay")
	-- deep strike to some living beacon
	-- if there is a player near any of the points, choose that point, else, pick a random point
	local DropPoint = 0
	for i=1,g_TotalDropPoints do
		if Player_AreSquadsNearMarker(g_Player1, "mkr_droppod"..t_DropPoints[i]) then
			DropPoint = t_DropPoints[i]
			break
		end
	end
	if DropPoint == 0 then
		DropPoint = t_DropPoints[ World_GetRand(1, g_TotalDropPoints ) ]
	end
	SGroup_DeSpawn("sg_DeepStrike"..g_DeepStrikeCounter)
	Squad_DeepStrikeToPos(SGroup_FromName("sg_DeepStrike"..g_DeepStrikeCounter), "space_marine_orbital_relay", Marker_GetPosition(Marker_FromName("mkr_droppod"..DropPoint, "basic_marker")))
	
	
end

end

function ForceCommanderWeapons()

--giving the force commander his wargear
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_force_commander_greaves", 1)
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_force_commander_halo", 1)
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_force_commander_shoulders", 1)
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_force_commander_teleporter", 1)
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_force_commander_girdle", 1)
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_force_commander_gauntlets", 1)
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_power_sword_force_commander", 1)
Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_ForceCommander"..g_ForceCommanderCounter), 1),"space_marine_bolt_pistol_combi_chaingun_forcecommander", 1)

end

function ResearchAtStart()

--giving the force commander his wargear research
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_09_greaves_research")
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_05_halo_research")
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_06_shoulders_research")
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_10_teleporter_research")
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_07_girdle_research")
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_08_gauntlets_research")
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_01_power_sword_research")
Player_GrantResearch(g_Player2, "marine_wargear_upgrade_04_multi_melta_research")

end

function PopCheck(Counter, SGroup, MaxPop)

local Pop = 0

for i=0,Counter do
		if SGroup_Exists(SGroup..i) and SGroup_Count(SGroup..i) > 0 then
			
			Pop = Pop + SGroup_Count(SGroup..i)
			
		end
end

if Pop < math.floor(MaxPop) then
	return true
else
	return false
end

end

function UpdateDropPoints()

if g_TotalDropPoints > 0 then
	-- loop through all possible beacons
	for i=1,12 do
		-- if a beacon doesnt exist
		if EGroup_Exists("eg_Beacon"..i) and EGroup_Count("eg_Beacon"..i) == 0 then
			--loop through the table of existing beacons, and see if it is there
			for j=1,g_TotalDropPoints do
				-- if it does exist in the array
				if t_DropPoints[j] == i then
					--take a point from the end of the list and move it into its slot and decrement the global drop points
					--print("before -- ")
					PrintArray()
					t_DropPoints[j] = t_DropPoints[g_TotalDropPoints]
					g_TotalDropPoints = g_TotalDropPoints - 1
					--print("after -- ")
					PrintArray()
					--print("total drop points -- "..g_TotalDropPoints)
					
					if Objective_Exists(Objective_DestroyBeacons.title_id) then
						Objective_PingRemove(Objective_DestroyBeacons.title_id, g_beaconping[i])
					end
				end
			end
		end
	end
else
	--Rule_Remove(DropPodsAndDeepStrike)
	Rule_Remove(UpdateDropPoints)
end

end

function PrintArray() --[[ print("{") for j=1,g_TotalDropPoints do print(t_DropPoints[j] .. ", ") end print("}")]]

end

function TierUp() if g_DropPodTier <= 9 then g_DropPodTier = g_DropPodTier + 1 else Rule_Remove(TierUp) end end

function AttackMoveToMarkers() g_DropPodMoveCounter = g_DropPodMoveCounter + 1 for i=1,12 do if Player_AreSquadsNearMarker(g_Player2, "mkr_droppod"..i) then Player_GetAllSquadsNearMarker(g_Player2, "sg_DropPodSquads"..i.."Counter"..g_DropPodMoveCounter, "mkr_droppod"..i) Cmd_AttackMovePos("sg_DropPodSquads"..i.."Counter"..g_DropPodMoveCounter, g_GlobalAttackPos) end end

for i=1,2 do
	if Player_AreSquadsNearMarker(g_Player2, "mkr_playerbase_rhinodrop"..i) then
		Player_GetAllSquadsNearMarker(g_Player2, "sg_RhinoDropSquads"..i.."Counter"..g_DropPodMoveCounter, "mkr_playerbase_rhinodrop"..i)
		Cmd_AttackMovePos("sg_RhinoDropSquads"..i.."Counter"..g_DropPodMoveCounter, g_GlobalAttackPos)
	end
end	

end

function SMBaseJumperJump()

for i=1,3 do
	if Player_AreSquadsNearMarker(g_Player1, "mkr_mainbase_center"..i) then
		for j=1,6 do
			if i == 1 and SGroup_Exists("sg_Jumper"..j) and SGroup_Count("sg_Jumper"..j) > 0 then
				if g_JumpIEPlayed == false then
					g_JumpIEPlayed = true
					Util_StartIntel(EVENTS.IE_JumpAttack)
				end
				Cmd_JumpToMarker("sg_Jumper"..j, "mkr_assaultjump_landing_west"..j)
				Rule_Remove(SMBaseJumperJump)
			elseif i == 2 and SGroup_Exists("sg_Jumper"..j) and SGroup_Count("sg_Jumper"..j) > 0 then
				if g_JumpIEPlayed == false then
					g_JumpIEPlayed = true
					Util_StartIntel(EVENTS.IE_JumpAttack)
				end
				Cmd_JumpToMarker("sg_Jumper"..j, "mkr_assaultjump_landing_south"..j)
				Rule_Remove(SMBaseJumperJump)
			elseif i == 3 and SGroup_Exists("sg_Jumper"..j) and SGroup_Count("sg_Jumper"..j) > 0 then
				if g_JumpIEPlayed == false then
					g_JumpIEPlayed = true
					Util_StartIntel(EVENTS.IE_JumpAttack)
				end					
				Cmd_JumpToMarker("sg_Jumper"..j, "mkr_assaultjump_landing_east"..j)
				Rule_Remove(SMBaseJumperJump)
			end
		end
	end
end

end

function InitialAttack() g_InitialAttackTimer = g_InitialAttackTimer + 1 if g_InitialAttackTimer == 30 or (EGroup_Exists("eg_InitialBeacon") and EGroup_Count("eg_InitialBeacon") > 0 and EGroup_GetAvgHealth("eg_InitialBeacon") < .3) then Util_StartIntel(EVENTS.IE_InitialDeepStrike) if g_Difficulty == 1 then for i=1,4 do Util_CreateSquadsAtMarkerEx(g_Player2, "sg_InitialAttack"..i, "space_marine_squad_tactical", "mkr_sm_hq", 1, World_GetRand(3,5)) SGroup_DeSpawn("sg_InitialAttack"..i) Squad_DeepStrikeToPos(SGroup_FromName("sg_InitialAttack"..i), "space_marine_orbital_relay", Marker_GetPosition(Marker_FromName("mkr_initialdrop"..i, "basic_marker"))) end -- REMOVE! --Util_CreateSquadsAtMarkerEx(g_Player2, "sg_deletemeplz1", "space_marine_squad_librarian", "mkr_initialdrop1", 1, 1) --Util_CreateSquadsAtMarkerEx(g_Player2, "sg_deletemeplz2", "space_marine_squad_chaplain", "mkr_initialdrop2", 1, 1) --Util_CreateSquadsAtMarkerEx(g_Player2, "sg_deletemeplz3", "space_marine_squad_force_commander", "mkr_initialdrop3", 1, 1) elseif g_Difficulty == 2 then for i=1,4 do Util_CreateSquadsAtMarkerEx(g_Player2, "sg_InitialAttack"..i, "space_marine_squad_tactical", "mkr_sm_hq", 1, World_GetRand(5,7)) SGroup_DeSpawn("sg_InitialAttack"..i) Squad_DeepStrikeToPos(SGroup_FromName("sg_InitialAttack"..i), "space_marine_orbital_relay", Marker_GetPosition(Marker_FromName("mkr_initialdrop"..i, "basic_marker"))) end elseif g_Difficulty == 3 then for i=1,4 do Util_CreateSquadsAtMarkerEx(g_Player2, "sg_InitialAttack"..i, "space_marine_squad_tactical", "mkr_sm_hq", 2, World_GetRand(6,8)) SGroup_DeSpawn("sg_InitialAttack"..i) Squad_DeepStrikeToPos(SGroup_FromName("sg_InitialAttack"..i), "space_marine_orbital_relay", Marker_GetPosition(Marker_FromName("mkr_initialdrop"..i, "basic_marker"))) end end Rule_Remove(InitialAttack) end end

function Rule_Objective_DestroyBeaconsHelper() g_BeaconTimerCounter = g_BeaconTimerCounter + 1 if (EGroup_Exists("eg_InitialBeacon") == true and EGroup_Count("eg_InitialBeacon") == 0) or (g_BeaconTimerCounter >= g_AssignObjectivesAtSecond) then Rule_AddInterval(Rule_Objective_DestroyStronghold, 1) Util_DropPodsAndDeepStrike() Rule_AddInterval(Util_DropPodsAndDeepStrike, g_DropPodDeepStrikeTimer) Util_StartIntel(EVENTS.IE_DestroyedFirstBeacon) CreateCounter() Rule_AddInterval(Display_BeaconCounter, 1)

	--[[if g_Debug == true then
		for i=1,12 do
			if EGroup_Exists("eg_Beacon"..i) then
				EGroup_SelfDestroy("eg_Beacon"..i,true)
			end
		end
	end]]
	Rule_Remove(Rule_Objective_DestroyBeaconsHelper)
end

end

function CreateCounter()

UI_ShowCountDXP("Beacons", g_Player1, 2791000, g_TotalDropPoints )

end

function Display_BeaconCounter() if g_TotalDropPoints > 0 then UI_ShowCountUpdateDxp("Beacons", g_TotalDropPoints, 2791000) else Rule_Remove(Display_BeaconCounter) UI_HideCount( "Beacons" ) end end

function Rule_Objective_DestroyBeacons()

--[[ Objective Successfull ]]
if Event_IsAnyRunning() == false and g_TotalDropPoints == 0 then
	
	Util_ObjectiveComplete( Objective_DestroyBeacons.title_id )
	g_PrimaryObjCompleted = g_PrimaryObjCompleted + 1
	Rule_Remove( Rule_Objective_DestroyBeacons)
	--Objective_PingRemove(Objective_DestroyBeacons.title_id, g_ping_obj)

--[[If the objective doesn't exist, we're going to create it ]]
else
	if Event_IsAnyRunning() == false and Objective_Exists(Objective_DestroyBeacons.title_id) == false then
		
		--[[Utility function to add objectives]]
		Util_ObjectiveCreate(Objective_DestroyBeacons, true)
		for i=1,12 do
			g_beaconping[i] = Objective_PingMarker(Objective_DestroyBeacons.title_id, "mkr_beacon"..i, true, "default")
			g_beaconping_mini[i] = Ping_Marker("mkr_beacon"..i, false, "default")
		end
		Objective_SetDefaultPrimary(g_PrimaryObjectives)
		g_PrimaryObjectives = g_PrimaryObjectives + 1
		if g_Debug == false then Objective_ShowScreen() end
	end
end

end

function Rule_Objective_DestroyStronghold() --[[ Objective Successfull ]] if Event_IsAnyRunning() == false and EGroup_Count("eg_SMBase") == 0 then

	Util_ObjectiveComplete( Objective_DestroyStronghold.title_id )
	--end the game if you complete objectives
	g_PrimaryObjCompleted = g_PrimaryObjCompleted + 1
	if g_PrimaryObjCompleted == 1 then
		StrongholdBeforeBeacons()
	else
		Rule_AddInterval(CompleteScenario, 10)
	end
	Rule_Remove( Rule_Objective_DestroyStronghold)	
	
--[[If the objective doesn't exist, we're going to create it ]]
else
	if Event_IsAnyRunning() == false and Objective_Exists(Objective_DestroyStronghold.title_id) == false then
		
		--[[Utility function to add objectives]]
		Util_ObjectiveCreate(Objective_DestroyStronghold, true)
		g_ping_obj = Objective_PingMarker(Objective_DestroyStronghold.title_id, "mkr_sm_hq", true, "default")
		g_ping_obj_mini = Ping_Marker("mkr_sm_hq", false, "default")
		Rule_AddInterval(Rule_Objective_DestroyBeacons, 1)
		Objective_SetDefaultPrimary(g_PrimaryObjectives)
		g_PrimaryObjectives = g_PrimaryObjectives + 1
	end
end

end

function StrongholdBeforeBeacons() for i=1,15 do if EGroup_Exists("eg_Beacon"..i) and EGroup_Count("eg_Beacon"..i) > 0 then EGroup_DestroyAllEntities("eg_Beacon"..i) end end Rule_AddInterval(CheckForEarlyWin, 2) end

function Rule_Objective_DestroyPredatorBase() -- remove objective pings as they're destroyed for i=1,4 do if EGroup_Exists("eg_TankBase"..i) and EGroup_Count("eg_TankBase"..i) == 0 then if i==1 then ping_id = g_ping_cult1 elseif i==2 then ping_id = g_ping_cult2 elseif i==3 then ping_id = g_ping_cult3 elseif i==4 then ping_id = g_ping_cult4 end Objective_PingRemove(Objective_DestroyPredatorBase.title_id, ping_id) end end --[[ Objective Successfull ]] if Event_IsAnyRunning() == false and EGroup_Count("eg_TankBase") == 0 then

	Util_ObjectiveComplete( Objective_DestroyPredatorBase.title_id )
	Rule_Remove( Rule_Objective_DestroyPredatorBase)
	g_AirBaseDead = true
	--Objective_PingRemove(Objective_DestroyBeacons.title_id, g_ping_obj)
	
--[[If the objective doesn't exist, we're going to create it ]]
else
	if Event_IsAnyRunning() == false and Objective_Exists(Objective_DestroyPredatorBase.title_id) == false then
		
		--[[Utility function to add objectives]]
		Util_ObjectiveCreate(Objective_DestroyPredatorBase, false)
		g_ping_cult1 = Objective_PingMarker(Objective_DestroyPredatorBase.title_id, "mkr_tankbase1_machinecult1", true, "default")
		g_ping_cult1_mini = Ping_Marker("mkr_tankbase1_machinecult1", false, "default")
		g_ping_cult2 = Objective_PingMarker(Objective_DestroyPredatorBase.title_id, "mkr_tankbase1_machinecult2", true, "default")
		g_ping_cult2_mini = Ping_Marker("mkr_tankbase1_machinecult2", false, "default")
		g_ping_cult3 = Objective_PingMarker(Objective_DestroyPredatorBase.title_id, "mkr_tankbase1_machinecult3", true, "default")
		g_ping_cult3_mini = Ping_Marker("mkr_tankbase1_machinecult3", false, "default")
		g_ping_cult4 = Objective_PingMarker(Objective_DestroyPredatorBase.title_id, "mkr_tankbase1_machinecult4", true, "default")
		g_ping_cult4_mini = Ping_Marker("mkr_tankbase1_machinecult4", false, "default")
		Objective_SetDefaultSecondary(g_SecondaryObjectives)
		g_SecondaryObjectives = g_SecondaryObjectives + 1
		if g_Debug == false then Objective_ShowScreen() end
	end
end

end

-- RHINO BASE function Rule_Objective_DestroyTankBase2() -- remove objective pings as they're destroyed if EGroup_Exists("eg_Tank2BaseBarracks") and EGroup_Count("eg_Tank2BaseBarracks") == 0 then Objective_PingRemove(Objective_DestroyTankBase2.title_id, g_ping_rhino1) end if EGroup_Exists("eg_Tank2BaseTank") and EGroup_Count("eg_Tank2BaseTank") == 0 then Objective_PingRemove(Objective_DestroyTankBase2.title_id, g_ping_rhino2) end

--[[ Objective Successfull ]]
if Event_IsAnyRunning() == false and EGroup_Count("eg_Tank2BaseBarracks") == 0 and EGroup_Count("eg_Tank2BaseTank") == 0 then
	Util_ObjectiveComplete( Objective_DestroyTankBase2.title_id )
	Rule_Remove( Rule_Objective_DestroyTankBase2)
	Rule_Remove(SpawnTransportUnits)
	g_RhinoBaseDead = true
	
--[[If the objective doesn't exist, we're going to create it ]]
elseif Event_IsAnyRunning() == false and Objective_Exists(Objective_DestroyTankBase2.title_id) == false then
	--[[Utility function to add objectives]]
	Util_ObjectiveCreate(Objective_DestroyTankBase2, false)
	g_ping_rhino1 = Objective_PingMarker(Objective_DestroyTankBase2.title_id, "mkr_tankbase2_barracks", true, "default")
	g_ping_rhino1_mini = Ping_Marker("mkr_tankbase2_barracks", false, "default")
	g_ping_rhino2 = Objective_PingMarker(Objective_DestroyTankBase2.title_id, "mkr_tankbase2_tank", true, "default")
	g_ping_rhino2_mini = Ping_Marker("mkr_tankbase2_tank", false, "default")
	Objective_SetDefaultSecondary(g_SecondaryObjectives)
	g_SecondaryObjectives = g_SecondaryObjectives + 1
	if g_Debug == false then Objective_ShowScreen() end
end

end

function CheckForEarlyWin() if g_PrimaryObjCompleted == 2 then Rule_AddInterval(CompleteScenario, 10) Rule_Remove(CheckForEarlyWin) end end

function CompleteScenario() Rule_RemoveAll() -- JOSH: uncomment the lines in this function to make the closing nis play. if g_Debug == false then WXP_OpeningNISPreset( ) Util_StartNIS( EVENTS.NIS_Closing ) end Rule_AddInterval(CompleteScenarioWin, 1) end

function CompleteScenarioWin() if Event_IsAnyRunning() == false then World_SetGameOver() end end

function SpawnScouts() if g_TotalDropPoints <= 9 and g_TotalDropPoints ~= 0 then Player_GrantResearch(g_Player5, "marine_scout_infiltrate_research") -- spawn X scout squads randomly at beacons, invisible for i=1,6 do local RandomPoint = t_DropPoints[ World_GetRand(1, g_TotalDropPoints ) ] Util_CreateSquadsAtMarkerEx(g_Player5, "sg_Scouts"..i, "space_marine_squad_scout", "mkr_droppod"..RandomPoint, 1, 4) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_Scouts"..i), 1),"space_marine_sniper_rifle", 2) end for i=10,14 do if i == 10 then Building = "eg_ListeningPosts9" elseif i == 11 then Building = "eg_ListeningPosts2" elseif i == 12 then Building = "eg_SMBase" elseif i == 13 then Building = "eg_TankBase1Turret4" elseif i == 14 then Building = "eg_SMBase" end if EGroup_Exists(Building) and EGroup_Count(Building) > 0 then Util_CreateSquadsAtMarkerEx(g_Player5, "sg_Scouts"..i, "space_marine_squad_scout", "mkr_scout"..i, 1, 4) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_Scouts"..i), 1),"space_marine_sniper_rifle", 2) end end Rule_Remove(SpawnScouts) end end

function MoveScoutsAroundMapRandomly() -- each beacon sends them to another beacon that exists

for i=1,12 do
	if Player_AreSquadsNearMarker(g_Player5, "mkr_droppod"..i) then
		local RandomPoint = t_DropPoints[ World_GetRand(1, g_TotalDropPoints ) ]
		Player_GetAllSquadsNearMarker(g_Player5, "sg_ScoutsOTM"..i, "mkr_droppod"..i)
		Cmd_AttackMoveMarker("sg_ScoutsOTM"..i, "mkr_droppod"..RandomPoint)
	end
end

end

function Rule_GrantResearch()

g_ResearchCounter = g_ResearchCounter + 1

if g_ResearchCounter == 1 then
	Player_GrantResearch(g_Player2, "marine_librarian_research_1") 
	Player_GrantResearch(g_Player4, "marine_librarian_research_1") 
	Player_GrantResearch(g_Player5, "marine_librarian_research_1") 
	
	Player_GrantResearch(g_Player2, "marine_librarian_research_2") 
	Player_GrantResearch(g_Player4, "marine_librarian_research_2") 
	Player_GrantResearch(g_Player5, "marine_librarian_research_2") 
	
	Player_GrantResearch(g_Player2, "marine_melta_bomb_research") 
	Player_GrantResearch(g_Player4, "marine_melta_bomb_research") 
	Player_GrantResearch(g_Player5, "marine_melta_bomb_research") 
	
	Player_GrantResearch(g_Player2, "marine_force_commander_teleport_research") 
	Player_GrantResearch(g_Player4, "marine_force_commander_teleport_research") 
	Player_GrantResearch(g_Player5, "marine_force_commander_teleport_research") 
	
	Player_GrantResearch(g_Player2, "marine_max_weapons_research") 
	Player_GrantResearch(g_Player4, "marine_max_weapons_research") 
	Player_GrantResearch(g_Player5, "marine_max_weapons_research") 
	
	Player_GrantResearch(g_Player2, "marine_skull_probe_infiltrate_research") 
	Player_GrantResearch(g_Player4, "marine_skull_probe_infiltrate_research") 
	Player_GrantResearch(g_Player5, "marine_skull_probe_infiltrate_research") 
elseif g_ResearchCounter ==2 then
	Player_GrantResearch(g_Player2, "marine_accuracy_upgrade_research") 
	Player_GrantResearch(g_Player4, "marine_accuracy_upgrade_research") 
	Player_GrantResearch(g_Player5, "marine_accuracy_upgrade_research") 
	
	Player_GrantResearch(g_Player2, "marine_health_upgrade_research") 
	Player_GrantResearch(g_Player4, "marine_health_upgrade_research") 
	Player_GrantResearch(g_Player5, "marine_health_upgrade_research") 
elseif g_ResearchCounter ==3 then
	Player_GrantResearch(g_Player2, "marine_sergeant_ranged_upgrade_1")  
	Player_GrantResearch(g_Player4, "marine_sergeant_ranged_upgrade_1")  
	Player_GrantResearch(g_Player5, "marine_sergeant_ranged_upgrade_1")  
elseif g_ResearchCounter ==4 then
	Player_GrantResearch(g_Player2, "marine_force_commander_ability_research_1") 
	Player_GrantResearch(g_Player4, "marine_force_commander_ability_research_1") 
	Player_GrantResearch(g_Player5, "marine_force_commander_ability_research_1") 
	g_SMTUpgrades = true
elseif g_ResearchCounter ==5 then
	Player_GrantResearch(g_Player2, "marine_sergeant_melee_upgrade_2") 
	Player_GrantResearch(g_Player4, "marine_sergeant_melee_upgrade_2") 
	Player_GrantResearch(g_Player5, "marine_sergeant_melee_upgrade_2") 
elseif g_ResearchCounter ==6 then
	Player_GrantResearch(g_Player2, "marine_commander_health_research_1") 
	Player_GrantResearch(g_Player4, "marine_commander_health_research_1") 
	Player_GrantResearch(g_Player5, "marine_commander_health_research_1") 
	g_DNUpgrades = true
elseif g_ResearchCounter ==7 then
	Player_GrantResearch(g_Player2, "marine_quickening_research") 
	Player_GrantResearch(g_Player4, "marine_quickening_research") 
	Player_GrantResearch(g_Player5, "marine_quickening_research") 
elseif g_ResearchCounter ==8 then
	Player_GrantResearch(g_Player2, "marine_sergeant_melee_upgrade_1") 
	Player_GrantResearch(g_Player4, "marine_sergeant_melee_upgrade_1") 
	Player_GrantResearch(g_Player5, "marine_sergeant_melee_upgrade_1") 
elseif g_ResearchCounter ==9 then
	Player_GrantResearch(g_Player2, "marine_commander_health_research_2")
	Player_GrantResearch(g_Player4, "marine_commander_health_research_2")
	Player_GrantResearch(g_Player5, "marine_commander_health_research_2")
elseif g_ResearchCounter >=10 then
	Rule_Remove(Rule_GrantResearch)
end

end

function SkullProbeProduction() if PopCheck(g_SkullProbeCounter, "sg_SkullProbe", g_MaxSkullProbe) == true and EGroup_Exists("eg_SMBase") and EGroup_Count("eg_SMBase") > 0 then g_SkullProbeCounter = g_SkullProbeCounter + 1 Util_CreateSquadsAtMarkerEx(g_Player2, "sg_SkullProbe"..g_SkullProbeCounter, "space_marine_squad_skull_probe", "mkr_sm_hq", 1, 1) Cmd_MoveToMarker("sg_SkullProbe"..g_SkullProbeCounter, "mkr_skullprobepatrol1") end end

function SkullProbePatrol() for i=0, g_SkullProbeCounter do if SGroup_Exists("sg_SkullProbe"..i) and SGroup_Count("sg_SkullProbe"..i) > 0 then for j=1,13 do if Prox_AnySquadNearMarker("sg_SkullProbe"..i, "mkr_skullprobepatrol"..j) == true then if j < 13 then Cmd_MoveToMarker("sg_SkullProbe"..i, "mkr_skullprobepatrol"..j+1) else Cmd_MoveToMarker("sg_SkullProbe"..i, "mkr_skullprobepatrol1") end end end end end end

function SkullProbes()

local RandomLP = World_GetRand(4,5)

if --[[g_TotalDropPoints < 10 and]] EGroup_Exists("eg_ListeningPosts"..RandomLP) and EGroup_Count("eg_ListeningPosts"..RandomLP) > 0 and PopCheck(g_SkullProbeCounter, "sg_SkullProbe", g_MaxSkullProbe) == true then
	--create the skull probe
	g_SkullProbeCounter = g_SkullProbeCounter + 1
	Util_CreateSquadsAtPositionEx(g_Player2, "sg_SkullProbe"..g_SkullProbeCounter, "space_marine_squad_skull_probe", EGroup_GetPosition("eg_ListeningPosts"..RandomLP), 1, 1)
	
	-- figure out what to attack
	Player_GetAllEntitiesNearMarker(g_Player1, "eg_PlayerBuildings", "mkr_playerbase_area")
	local bp = ""
	if MetaMap_GetPlayerRaceName() == "eldar_race" then
		bp = "eldar_aspect_portal"
	elseif MetaMap_GetPlayerRaceName() == "guard_race" then
		bp = "guard_infantry"
	elseif MetaMap_GetPlayerRaceName() == "necron_race" then
		bp = "monolith"
	elseif MetaMap_GetPlayerRaceName() == "ork_race" then
		bp = "ork_boy_hut"
	elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then
		bp = "chaos_temple"
	elseif MetaMap_GetPlayerRaceName() == "tau_race" then
		bp = "tau_barracks"
	elseif MetaMap_GetPlayerRaceName() == "sisters_race" then
		bp = "sisters_infantry"
	elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then
		bp = "dark_eldar_hall_of_blood"
	end
	
	EGroup_CreateFromEGroup("eg_PlayerBarracks", "eg_PlayerBuildings", bp)
	
	if EGroup_Exists("eg_PlayerBarracks") and EGroup_Count("eg_PlayerBarracks") > 0 then
		Cmd_CastAbilitySGroupE( "sg_SkullProbe"..g_SkullProbeCounter, "marines_sabotage", "eg_PlayerBarracks")
	elseif EGroup_Exists("eg_Player_HQ") and EGroup_Count("eg_Player_HQ") > 0 then
		Cmd_CastAbilitySGroupE( "sg_SkullProbe"..g_SkullProbeCounter, "marines_sabotage", "eg_Player_HQ")
	end
end

end

function CreateLandRaiderAndTM()

-- spawn land raider
if PopCheck(g_LandRaiderCounter, "sg_LandRaider", g_MaxLandRaider) == true then
	g_LandRaiderCounter = g_LandRaiderCounter + 1
	Util_CreateSquadsAtMarkerEx(g_Player2, "sg_LandRaider"..g_LandRaiderCounter, "space_marine_squad_land_raider", "mkr_sm_landraider", 1, 1)
end

-- spawn tech marine
if PopCheck(g_TechMarineCounter, "sg_TechMarine", g_MaxTechMarine) == true then
	g_TechMarineCounter = g_TechMarineCounter + 1
	Util_CreateSquadsAtMarkerEx(g_Player2, "sg_TechMarine"..g_TechMarineCounter, "space_marine_squad_servitor", "mkr_sm_landraider", 1, 1)
end

Cmd_EnterTransport("sg_TechMarine"..g_TechMarineCounter, "sg_LandRaider".. g_LandRaiderCounter)
g_TMinTransport = true

Rule_AddInterval(LandRaiderIE, 1)

end

function TMAI()

if SGroup_Exists("sg_LandRaider"..g_LandRaiderCounter) and SGroup_Count("sg_LandRaider"..g_LandRaiderCounter) > 0 and SGroup_GetAvgHealth("sg_LandRaider"..g_LandRaiderCounter) < .60 and g_TMinTransport == true then
	Cmd_EmptyTransport("sg_LandRaider"..g_LandRaiderCounter, SGroup_GetPosition("sg_LandRaider"..g_LandRaiderCounter))
	g_TMinTransport = false
	if SGroup_Exists("sg_TechMarine"..g_TechMarineCounter) and SGroup_Count("sg_TechMarine"..g_TechMarineCounter) > 0 and g_TMinTransport == false then
		if g_RepairFlag == true then
			Rule_AddInterval(RepairTank, 5)
			g_RepairFlag = false
		end
	end
elseif SGroup_Exists("sg_TechMarine"..g_TechMarineCounter) and SGroup_Count("sg_TechMarine"..g_TechMarineCounter) > 0 and g_TMinTransport == false and
	SGroup_Exists("sg_LandRaider"..g_LandRaiderCounter) and SGroup_Count("sg_LandRaider"..g_LandRaiderCounter) > 0 and SGroup_GetAvgHealth("sg_LandRaider"..g_LandRaiderCounter) >= .80 then
	Cmd_EnterTransport("sg_TechMarine"..g_TechMarineCounter, "sg_LandRaider".. g_LandRaiderCounter)
	g_TMinTransport = true
end

end

function RepairTank() if SGroup_Exists("sg_TechMarine"..g_TechMarineCounter) and SGroup_Count("sg_TechMarine"..g_TechMarineCounter) > 0 and g_TMinTransport == false then Cmd_CastAbilitySelf("sg_TechMarine"..g_TechMarineCounter, "marines_blessing_of_the_omnissiah") Command_SquadSquad(g_Player2, "sg_TechMarine"..g_TechMarineCounter, SCMD_Repair, "sg_LandRaider"..g_LandRaiderCounter) g_RepairFlag = true Rule_Remove(RepairTank) end end

function DropPodMainBase() if Player_AreSquadsNearMarker(g_Player1, "mkr_mainbase_center4") then g_SquadsNearMainBaseCenter4Counter = g_SquadsNearMainBaseCenter4Counter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_SquadsNearMainBaseCenter4"..g_SquadsNearMainBaseCenter4Counter, "mkr_mainbase_center4") if SGroup_Exists("sg_SquadsNearMainBaseCenter4"..g_SquadsNearMainBaseCenter4Counter) and SGroup_Count("sg_SquadsNearMainBaseCenter4"..g_SquadsNearMainBaseCenter4Counter) > 2 then Rule_AddIntervalEx(RandomDropPointInMainBase, g_MainBaseDropTimer, g_MainBaseDropNumber) Rule_Remove(DropPodMainBase) end end end

function RandomDropPointInMainBase()

g_DropGuysInMainBase = g_DropGuysInMainBase + .5
local DropSquad = 1
if g_DropGuysInMainBase < 1 then
	DropSquad = 1
else	
	DropSquad = math.floor(g_DropGuysInMainBase)
end

if DropSquad == 1 then
	g_MainBaseMarinesCounter = g_MainBaseMarinesCounter + 1
	-- space marines
	SGroup = "sg_MainBaseMarines"
	Counter = g_MainBaseMarinesCounter
	Blueprint = "space_marine_squad_tactical"
	SquadNum = World_GetRand(7,8)
elseif DropSquad == 2 then
	g_MainBaseTerminatorsCounter = g_MainBaseTerminatorsCounter + 1
	-- term
	SGroup = "sg_MainBaseTerminators"
	Counter = g_MainBaseTerminatorsCounter
	Blueprint = "space_marine_squad_terminator"
	SquadNum = World_GetRand(7,8)
elseif DropSquad == 3 then
	g_MainBaseAssaultTermsCounter = g_MainBaseAssaultTermsCounter + 1
	-- assault term
	SGroup = "sg_MainBaseAssaultTerms"
	Counter = g_MainBaseAssaultTermsCounter
	Blueprint = "space_marine_squad_terminator_assault"
	SquadNum = World_GetRand(7,8)
elseif DropSquad == 4 then
	g_MainBaseDNsCounter = g_MainBaseDNsCounter + 1
	-- dreadnaught
	SGroup = "sg_MainBaseDNs"
	Counter = g_MainBaseDNsCounter
	Blueprint = "space_marine_squad_dreadnought"
	SquadNum = World_GetRand(7,8)
elseif DropSquad == 5 then
	g_MainBaseHFsCounter = g_MainBaseHFsCounter + 1
	-- hf dreadnaught
	SGroup = "sg_MainBaseHFs"
	Counter = g_MainBaseHFsCounter
	Blueprint = "space_marine_squad_dreadnought_hellfire"
	SquadNum = World_GetRand(7,8)
end

local Commander = World_GetRand(1,6)
if Commander == 1 then
	--force commander (hero) -- battlecry (pbae dmg/morale), orbital bombardment
	CommBluePrint = "space_marine_squad_force_commander"
	CommCounter = g_ForceCommanderCounter
	CommMaxPop = g_MaxForceCommander
	CommSGroup = "sg_ForceCommander"
elseif Commander >= 4 then
	-- apothecary (healer) -- increases regen rate on units -- no special abilities, cap of 4
	CommBluePrint = "space_marine_squad_apothecary"
	CommCounter = g_ApothecaryCounter
	CommMaxPop = g_MaxApothecary
	CommSGroup = "sg_Apothecary"
elseif Commander == 3 then
	-- chaplain (vet/hero) -- increases regen rate -- demoralizing shout demoralizes a squad target
	CommBluePrint = "space_marine_squad_chaplain"
	CommCounter = g_ChaplainCounter
	CommMaxPop = g_MaxChaplain
	CommSGroup = "sg_Chaplain"
elseif Commander == 2 then
	-- librarian (good vs daemons) -- smite - targetted ae dmg, weaken resolve - reduce morale recover rate (squad target), word of the emperor - no infantry can die while active
	CommBluePrint = "space_marine_squad_librarian"
	CommCounter = g_LibrarianCounter
	CommMaxPop = g_MaxLibrarian
	CommSGroup = "sg_Librarian"
end

Util_CreateSquadsAtMarkerEx(g_Player2, SGroup..Counter, Blueprint, "mkr_sm_deepstrikespawn" , 1, SquadNum)

if SGroup_Exists(SGroup..Counter) and SGroup_CountSpawned(SGroup..Counter) > 0 then
	
	-- SM Squad - Leader, Flamer, Heavy Bolter, Plasma Gun, Missle Launcher
	if Blueprint == "space_marine_squad_tactical" then
		for i = 1, 6 do
			local WeaponType = World_GetRand(1, 4)
			if WeaponType == 1 then
				Weapon = "space_marine_heavy_bolter_tactical"
			elseif WeaponType == 2 then
				Weapon = "space_marine_flamer_tactical"
			elseif WeaponType == 3 then
				Weapon = "space_marine_missile_launcher_tactical"
			elseif  WeaponType == 4 then
				Weapon = "space_marine_plasma_gun"
			end
			Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SGroup..Counter), 1),Weapon, 1)
		end
		SGroup_AddLeaders(SGroup..Counter)
	end
	
	
	-- Terminator - squad size 8, heavy flamer / assault cannon (2 possible)
	if Blueprint == "space_marine_squad_terminator" then
		for i = 1, 2 do
			local WeaponType = World_GetRand(1, 2)
			if WeaponType == 1 then
				Weapon = "space_marine_heavy_flamer"
			elseif WeaponType == 2 then
				Weapon = "space_marine_assault_cannon_terminator"
			end
			Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SGroup..Counter), 1),Weapon, 1)
		end
	end
	
	-- DN upgraded weapons
	if Blueprint == "space_marine_squad_dreadnought" then
		local WeaponType = World_GetRand(1, 2)
		if WeaponType == 1 then
			Weapon = "space_marine_lascannon_twin_dreadnought"
		elseif WeaponType == 2 then
			Weapon = "space_marine_assault_cannon_dreadnought"
		end
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SGroup..Counter), 1),Weapon, 1)
	end
	
	-- commander spawns w/squad
	if PopCheck(CommCounter, CommSGroup, CommMaxPop) == true and Blueprint ~= "space_marine_squad_dreadnought" and Blueprint ~= "space_marine_squad_dreadnought_hellfire" then
		Util_CreateSquadsAtMarkerEx(g_Player2, CommSGroup..CommCounter, CommBluePrint, "mkr_sm_deepstrikespawn" , 1, 1)
		Cmd_AttachSquads(SGroup..Counter, CommSGroup..CommCounter)
		if Commander == 1 then
			ForceCommanderWeapons()
			g_ForceCommanderCounter = g_ForceCommanderCounter + 1
		elseif Commander >= 4 then
			g_ApothecaryCounter = g_ApothecaryCounter + 1
		elseif Commander == 3 then
			g_ChaplainCounter = g_ChaplainCounter + 1
		elseif Commander == 2 then
			g_LibrarianCounter = g_LibrarianCounter + 1
		end
	end	
	
	if g_MainBaseDropFlag == false then
		g_MainBaseDropFlag = true
		g_MainBaseDropSquad = SGroup..Counter
		Rule_AddOneShot(MainBaseDrop, 1)
	end
end

end

function MainBaseDrop() g_MainBaseDropFlag = false local DropPoint = World_GetRand(1,20) SGroup_DeSpawn(g_MainBaseDropSquad) Squad_DeepStrikeToPos(SGroup_FromName(g_MainBaseDropSquad), "space_marine_orbital_relay", Marker_GetPosition(Marker_FromName("mkr_mainbase_droppod"..DropPoint, "basic_marker"))) end

function AttackWithMainBaseGuys() for i=1,2 do local Marker = "" if i==1 then Marker = "mkr_mainbase_center4" elseif i==2 then Marker = "mkr_top_area3" end if Player_AreSquadsNearMarker(g_Player1, Marker) then g_SquadsNearMainBaseCenter4Counter = g_SquadsNearMainBaseCenter4Counter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_PlayerUnitsInMainBase"..g_SquadsNearMainBaseCenter4Counter, Marker) if SGroup_Exists("sg_PlayerUnitsInMainBase"..g_SquadsNearMainBaseCenter4Counter) and SGroup_Count("sg_PlayerUnitsInMainBase"..g_SquadsNearMainBaseCenter4Counter) >= 2 then Player_GetAllSquadsNearMarker(g_Player2, "sg_AttackPlayerInMainBase"..g_SquadsNearMainBaseCenter4Counter, Marker) Cmd_AttackSGroup("sg_AttackPlayerInMainBase"..g_SquadsNearMainBaseCenter4Counter, "sg_PlayerUnitsInMainBase"..g_SquadsNearMainBaseCenter4Counter) end end end end

function SideBase2Functionality()

if g_TotalDropPoints <= g_RhinoBaseActive and EGroup_Exists("eg_Tank2Base") and EGroup_Count("eg_Tank2Base") > 0 then
	Rule_Remove(SideBase2Functionality)
	Rule_AddInterval(SetRandomRhinoDrop, 5)
	--Rule_AddInterval(CreateRhino, 30)
	Rule_AddInterval(SpawnTransportUnits, g_SpawnTransportUnitsTimer)
	Rule_AddInterval(EmptyTransportInMainBase, 10)
	g_SpawnTransportRuleAdded = true
	--Rule_AddInterval(LoadTransportUnits, 10)
	Rule_AddInterval(SendInDroppedOffUnits, 4)
	Rule_AddInterval(OBRamps, 1)
end

end

function SideBase1Functionality()

if g_TotalDropPoints <= g_PredatorBaseActive and EGroup_Exists("eg_TankBase") and EGroup_Count("eg_TankBase") > 0 then
	Rule_Remove(SideBase1Functionality)
	Rule_AddInterval(SendPredatorTanks, 1)
end

end

function SetRandomRhinoDrop() if g_TransportTarget == "playerbase" then for i=1,3 do if Player_AreSquadsNearMarker(g_Player1, "mkr_mainbase_center"..i) then g_TransportTarget = "mainbase" end end elseif g_TransportTarget == "mainbase" then for i=1,3 do if Player_AreSquadsNearMarker(g_Player1, "mkr_mainbase_center"..i) == false then g_TransportTarget = "playerbase" end end end

if g_TransportTarget == "mainbase" then
	g_MarkerTarget = "mkr_mainbase_rhinodrop_main"
elseif g_TransportTarget == "playerbase" then
	local Chance = World_GetRand(1,2)
	if Chance == 1 then
		g_MarkerTarget = "mkr_playerbase_rhinodrop1"
	elseif Chance == 2 then
		g_MarkerTarget = "mkr_playerbase_rhinodrop2"
	end
end

end

--[[function CreateRhino() -- spawn rhino if EGroup_Exists("eg_Tank2BaseTank") and EGroup_Count("eg_Tank2BaseTank") > 0 and PopCheck(g_RhinoCounter, "sg_Rhino", g_MaxRhino) == true then g_RhinoCounter = g_RhinoCounter + 1 Util_CreateSquadsAtMarkerEx(g_Player4, "sg_Rhino"..g_RhinoCounter, "space_marine_squad_rhino_sp_dxp3", "mkr_tankbase2_tank", 1, 1) Cmd_MoveToMarker("sg_Rhino"..g_RhinoCounter, "mkr_tankbase2_rhinowaitingarea") end end]]

function SpawnTransportUnits()

local SquadNum = 0
local SquadCreated1 = ""
local SquadCreated2 = ""
local SquadCreated3 = ""

--grey knights or marines
for i=1,3 do
	local Chance = World_GetRand(1,2)
	
	if g_DropPodTier < 4 then
		Chance = World_GetRand(1,2)
	else
		Chance = World_GetRand(1,10)
	end			
	
	-- so the grey knights have the smallest chance of spawning
	if Chance >= 4 then
		Chance = World_GetRand(1,2)
	end
	
	if Chance == 1 then
		--marines
		Blueprint = "space_marine_squad_tactical"
		Counter = g_MainCounterSM
		SquadName = "sg_MainSpaceMarines"
		MaxPopName = 6 --g_MaxMainSM
		Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
		SquadNum = World_GetRand(6,8)
	--[[elseif Chance == 2 then
		-- assault marines
		Blueprint = "space_marine_squad_assault"
		Counter = g_MainCounterAssault
		SquadName = "sg_MainAssaultMarines"
		MaxPopName = g_MaxMainAssault
		Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
		SquadNum = World_GetRand(6,8)]]
	elseif Chance == 2 then
		-- scouts
		Blueprint = "space_marine_squad_scout"
		Counter = g_MainCounterScouts
		SquadName = "sg_MainScouts"
		MaxPopName = 4 --g_MaxMainScouts
		Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
		SquadNum = World_GetRand(3,4)
	elseif Chance == 3 then
		--  grey knights
		Blueprint = "space_marine_squad_grey_knights"
		Counter = g_MainCounterGN
		SquadName = "sg_MainGreyKnights"
		MaxPopName = 2 --g_MaxMainGreyKnights
		Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
		SquadNum = World_GetRand(6,8)
	end
	
	if EGroup_Exists("eg_Tank2BaseBarracks") and EGroup_Count("eg_Tank2BaseBarracks") > 0 and PopCheck(Counter, SquadName, MaxPopName) == true then
		if Blueprint == "space_marine_squad_grey_knights" then
			g_MainCounterGN = g_MainCounterGN + 1
		elseif Blueprint == "space_marine_squad_tactical" then
			g_MainCounterSM = g_MainCounterSM + 1
		elseif Blueprint == "space_marine_squad_scout" then
			g_MainCounterScouts = g_MainCounterScouts + 1
		elseif Blueprint == "space_marine_squad_assault" then
			g_MainCounterAssault = g_MainCounterAssault + 1
		end
		
		Util_CreateSquadsAtMarkerEx(g_Player2, SquadName..Counter, Blueprint, "mkr_tankbase2_barracks", 1, SquadNum)
		if SGroup_Exists(SquadName..Counter) and SGroup_CountSpawned(SquadName..Counter) > 0 then
			if g_RhinoObjectiveAdded == false then
				SGroup_CreateIfNotFound("sg_RhinoObjectiveSGCheck")
				SGroup_AddGroup("sg_RhinoObjectiveSGCheck", SquadName..Counter)
			end
			
			-- locally store the names of the 3 squads that we've spawned, so that we can have them enter the rhino
			if i==1 then
				SquadCreated1 = SquadName..Counter
			elseif i==2 then
				SquadCreated2 = SquadName..Counter
			elseif i==3 then
				SquadCreated3 = SquadName..Counter
			end
			
			local Commander = World_GetRand(1,6)	
			if Commander == 1 then
				--force commander (hero) -- battlecry (pbae dmg/morale), orbital bombardment
				CommBluePrint = "space_marine_squad_force_commander"
				CommCounter = g_ForceCommanderCounter
				CommMaxPop = g_MaxForceCommander
				CommSGroup = "sg_ForceCommander"
			elseif Commander >= 4 then
				-- apothecary (healer) -- increases regen rate on units -- no special abilities, cap of 4
				CommBluePrint = "space_marine_squad_apothecary"
				CommCounter = g_ApothecaryCounter
				CommMaxPop = g_MaxApothecary
				CommSGroup = "sg_Apothecary"
			elseif Commander == 3 then
				-- chaplain (vet/hero) -- increases regen rate -- demoralizing shout demoralizes a squad target
				CommBluePrint = "space_marine_squad_chaplain"
				CommCounter = g_ChaplainCounter
				CommMaxPop = g_MaxChaplain
				CommSGroup = "sg_Chaplain"
			elseif Commander == 2 then
				-- librarian (good vs daemons) -- smite - targetted ae dmg, weaken resolve - reduce morale recover rate (squad target), word of the emperor - no infantry can die while active
				CommBluePrint = "space_marine_squad_librarian"
				CommCounter = g_LibrarianCounter
				CommMaxPop = g_MaxLibrarian
				CommSGroup = "sg_Librarian"
			end
			
			-- SM Squad - Leader, Flamer, Heavy Bolter, Plasma Gun, Missle Launcher
			if g_SMTUpgrades == true then
				if Blueprint == "space_marine_squad_tactical" then
					local WeaponUpgrades = World_GetRand(1, SquadNum)
					if WeaponUpgrades > 5 then
						WeaponUpgrades = 5
					end
					for i = 1, WeaponUpgrades do
						local WeaponType = World_GetRand(1, 4)
						if WeaponType == 1 then
							Weapon = "space_marine_heavy_bolter_tactical"
						elseif WeaponType == 2 then
							Weapon = "space_marine_flamer_tactical"
						elseif WeaponType == 3 then
							Weapon = "space_marine_missile_launcher_tactical"
						elseif  WeaponType == 4 then
							Weapon = "space_marine_plasma_gun"
						end
						Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),Weapon, 1)
					end
					Chance = World_GetRand(1,10)
					if Chance >= 8 then
						SGroup_AddLeaders(SquadName..Counter)
					end
				elseif Blueprint == "space_marine_squad_scout" then
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_sniper_rifle", 2)
				elseif Blueprint == "space_marine_squad_assault" then
					if World_GetRand(1,10) > 5 then
						SGroup_AddLeaders(SquadName..Counter)
					end
				end
			end
			
			-- 40% chance of spawning a commander with the squad
			if World_GetRand(1,10) <= 4 and g_DropPodTier >= 3 and g_TotalDropPoints <=7 then
				if PopCheck(CommCounter, CommSGroup, CommMaxPop) == true then
					Util_CreateSquadsAtMarkerEx(g_Player2, CommSGroup..CommCounter, CommBluePrint, "mkr_tankbase2_barracks" , 1, 1)
					Cmd_AttachSquads(SquadName..Counter, CommSGroup..CommCounter)
					if Commander == 1 then
						ForceCommanderWeapons()
						g_ForceCommanderCounter = g_ForceCommanderCounter + 1
					elseif Commander >= 4 then
						g_ApothecaryCounter = g_ApothecaryCounter + 1
					elseif Commander == 3 then
						g_ChaplainCounter = g_ChaplainCounter + 1
					elseif Commander == 2 then
						g_LibrarianCounter = g_LibrarianCounter + 1
					end
				end
			end
		end
	end
end

-- 20% chance to spawn 1 or 2 land speeders (20% chance to spawn 2), unless the barracks is dead, then definitely spawn them
local Check = World_GetRand(1, 10)
if EGroup_Exists("eg_Tank2BaseBarracks") and EGroup_Count("eg_Tank2BaseBarracks") == 0 then
	Check = 10
end
if Check > 7 then
	if EGroup_Exists("eg_Tank2BaseTank") and EGroup_Count("eg_Tank2BaseTank") > 0 and PopCheck(g_LandSpeederCounter, "sg_LandSpeeder", g_MaxLandSpeeders) then
		--create landspeeder(s)
		local Chance = World_GetRand(1, 10)
		if Chance > 8 then
			SquadCount = 2
		else
			SquadCount = 1
		end
		g_LandSpeederCounter = g_LandSpeederCounter + 1
		Util_CreateSquadsAtMarkerEx(g_Player2, "sg_LandSpeeder"..g_LandSpeederCounter, "space_marine_squad_land_speeder", "mkr_tankbase2_tank" , SquadCount, 1)
		-- send land speeder to player base
		Cmd_AttackMovePos("sg_LandSpeeder"..g_LandSpeederCounter, g_GlobalAttackPos)			
	end
end



if SquadCreated1 == "" and SquadCreated2 == "" and SquadCreated3 == "" then
	-- do nothing
else
	-- load our 3 squads into a rhino, DONT SPAWN IF THERE ARE NO GUYS GETTING IN (POPCAP FULL)
	-- make sure the machine cult is alive
	if EGroup_Exists("eg_Tank2BaseTank") and EGroup_Count("eg_Tank2BaseTank") > 0 then
		g_RhinoCounter = g_RhinoCounter + 1
		Util_CreateSquadsAtMarkerEx(g_Player2, "sg_Rhino"..g_RhinoCounter, "space_marine_squad_rhino_sp_dxp3", "mkr_tankbase2_tank", 1, 1)
		if SGroup_Exists("sg_Rhino"..g_RhinoCounter) and SGroup_CountSpawned("sg_Rhino"..g_RhinoCounter) > 0 then
			-- check that each squad is living, then have them get in the rhino
			if SGroup_Exists(SquadCreated1) and SGroup_Count(SquadCreated1) > 0 then
				Cmd_EnterTransport(SquadCreated1, "sg_Rhino"..g_RhinoCounter)
			end
			if SGroup_Exists(SquadCreated2) and SGroup_Count(SquadCreated2) > 0 then
				Cmd_EnterTransport(SquadCreated2, "sg_Rhino"..g_RhinoCounter)
			end
			if SGroup_Exists(SquadCreated3) and SGroup_Count(SquadCreated3) > 0 then
				Cmd_EnterTransport(SquadCreated3, "sg_Rhino"..g_RhinoCounter)
			end
		else
			-- ....
		end
		
		-- send the rhino to the player base
		if g_BringTransportToMainBaseFlag == true then
			Rule_AddOneShot(BringTransportToMainBase, 20)
			g_BringTransportToMainBaseFlag = false
		end
	else
		-- if the machine cult is not alive, send the units walking to the player base
		if SGroup_Exists(SquadCreated1) and SGroup_Count(SquadCreated1) > 0 then
			Cmd_AttackMovePos(SquadCreated1, g_GlobalAttackPos)
		end
		if SGroup_Exists(SquadCreated2) and SGroup_Count(SquadCreated2) > 0 then
			Cmd_AttackMovePos(SquadCreated2, g_GlobalAttackPos)
		end
		if SGroup_Exists(SquadCreated3) and SGroup_Count(SquadCreated3) > 0 then
			Cmd_AttackMovePos(SquadCreated3, g_GlobalAttackPos)
		end
	end
end

end

--[[function LoadTransportUnits()

if Player_AreSquadsNearMarker(g_Player2, "mkr_tankbase2_transportwaitingarea") then
	Rule_Remove(SpawnTransportUnits)
	g_SpawnTransportRuleAdded = false
	if Player_AreSquadsNearMarker(g_Player2, "mkr_tankbase2_rhinowaitingarea") then
		g_TransportCounter = g_TransportCounter + 1
		Player_GetAllSquadsNearMarker(g_Player2, "sg_TransportGuys"..g_TransportCounter, "mkr_tankbase2_transportwaitingarea")
		Cmd_EnterTransport("sg_TransportGuys"..g_TransportCounter, "sg_Rhino"..g_RhinoCounter)
		if g_BringTransportToMainBaseFlag == true then
			Rule_AddOneShot(BringTransportToMainBase, 20)
			g_BringTransportToMainBaseFlag = false
		end
	elseif Player_AreSquadsNearMarker(g_Player2, "mkr_tankbase2_rhinowaitingarea") then
		g_SwapTeamCounter = g_SwapTeamCounter + 1
		Player_GetAllSquadsNearMarker(g_Player2, "sg_SwapTeam"..g_SwapTeamCounter, "mkr_tankbase2_rhinowaitingarea")
		SGroup_SetPlayerOwner("sg_SwapTeam"..g_SwapTeamCounter, g_Player2)
	end
elseif g_SpawnTransportRuleAdded == false then
	Rule_AddInterval(SpawnTransportUnits, g_SpawnTransportUnitsTimer)
	g_SpawnTransportRuleAdded = true
end

end]]

function BringTransportToMainBase() g_BringTransportToMainBaseFlag = true Cmd_MoveToMarker("sg_Rhino"..g_RhinoCounter, g_MarkerTarget) end

g_RhinoToSendHome = "" function EmptyTransportInMainBase() for i=1,g_RhinoCounter do if SGroup_Exists("sg_Rhino"..i) and SGroup_Count("sg_Rhino"..i) > 0 then if Prox_AllSquadsNearMarker("sg_Rhino"..i, "mkr_mainbase_rhinodrop_main") or Prox_AllSquadsNearMarker("sg_Rhino"..i, "mkr_playerbase_rhinodrop2") or Prox_AllSquadsNearMarker("sg_Rhino"..i, "mkr_playerbase_rhinodrop1") then Cmd_EmptyTransport("sg_Rhino"..i, SGroup_GetPosition("sg_Rhino"..i)) g_RhinoToSendHome = "sg_Rhino"..i --Cmd_MoveToMarker("sg_Rhino"..i, "mkr_tankbase2_rhinowaitingarea") if g_SendTransportHomeFlag == true then Rule_AddOneShot(SendTransportHome, 1) g_SendTransportHomeFlag = false end end end end end

function SendTransportHome() if SGroup_Exists(g_RhinoToSendHome) and SGroup_Count(g_RhinoToSendHome) > 0 then Cmd_MoveToMarker(g_RhinoToSendHome, "mkr_tankbase2_rhinowaitingarea") else -- dead rhino end g_SendTransportHomeFlag = true end

function DespawnTransports() for i=0,g_RhinoCounter - 1 do if SGroup_Exists("sg_Rhino"..i) and SGroup_Count("sg_Rhino"..i) > 0 and Prox_AllSquadsNearMarker("sg_Rhino"..i, "mkr_tankbase2_rhinowaitingarea") then SGroup_DeSpawn("sg_Rhino"..i) SGroup_Destroy("sg_Rhino"..i) end end end

--[[function SwapRhinoDropoffUnits()

g_JustDroppedOffCounter = g_JustDroppedOffCounter + 1

if Player_AreSquadsNearMarker(g_Player4, "mkr_mainbase_rhinodrop_main") then
	Player_GetAllSquadsNearMarker(g_Player4, "sg_JustDroppedOff"..g_JustDroppedOffCounter, "mkr_mainbase_rhinodrop_main")
elseif Player_AreSquadsNearMarker(g_Player4, "mkr_droppod12") then
	Player_GetAllSquadsNearMarker(g_Player4, "sg_JustDroppedOff"..g_JustDroppedOffCounter, "mkr_droppod12")
elseif Player_AreSquadsNearMarker(g_Player4, "mkr_droppod7") then
	Player_GetAllSquadsNearMarker(g_Player4, "sg_JustDroppedOff"..g_JustDroppedOffCounter, "mkr_droppod7")
end
if SGroup_Exists("sg_JustDroppedOff"..g_JustDroppedOffCounter) and SGroup_Count("sg_JustDroppedOff"..g_JustDroppedOffCounter) > 0 then
	Rule_Remove(SwapRhinoDropoffUnits)
	SGroup_SetPlayerOwner("sg_JustDroppedOff"..g_JustDroppedOffCounter, g_Player2)
	g_SwapRhinoDropoffUnitsFlag = true
end

end]]

function SendInDroppedOffUnits()

local PlayersInBase = false
for i=1,4 do
	if Player_AreSquadsNearMarker(g_Player2, "mkr_mainbase_rhinodrop_main") then
		if Player_AreSquadsNearMarker(g_Player1, "mkr_mainbase_center"..i) then
			g_DroppedOffDudesCounter = g_DroppedOffDudesCounter + 1
			Player_GetAllSquadsNearMarker(g_Player2, "sg_DroppedOffDudes"..g_DroppedOffDudesCounter, "mkr_mainbase_rhinodrop_main")
			Cmd_MoveToMarker("sg_DroppedOffDudes"..g_DroppedOffDudesCounter, "mkr_mainbase_rhinodrop"..i)
			PlayersInBase = true
			return true
		end
	end
end

if PlayersInBase == false then
	g_DroppedOffDudesCounter = g_DroppedOffDudesCounter + 1
	Player_GetAllSquadsNearMarker(g_Player2, "sg_DroppedOffDudes"..g_DroppedOffDudesCounter, "mkr_mainbase_rhinodrop_main")
	Cmd_MoveToMarker("sg_DroppedOffDudes"..g_DroppedOffDudesCounter, "mkr_mainbase_rhinodrop4")
end

end

function SendAirUnitCoolDown() if g_CanAirUnitSend == false then g_AirUnitCounter = g_AirUnitCounter + 1 if g_AirUnitCounter >= g_SendPredatorTankTimer then g_CanAirUnitSend = true g_AirUnitCounter = 0 end end end

function SendPredatorTanks() if g_CanAirUnitSend == true then -- find a random squad that the player owns g_TempSquadCounter = g_TempSquadCounter + 1 SGroup_Create("temp"..g_TempSquadCounter) Player_GetSquads(g_Player1) local Count = SGroup_CountSpawned("__Player1000Squads") if Count > 0 then local RandomSquad = World_GetRand(1,Count) -- might need a check here before we add it, but i cant get it to work with squad_exists or sgroup_exists for some reason SGroup_Add("temp"..g_TempSquadCounter, SGroup_GetSpawnedSquadAt("__Player1000Squads",RandomSquad))

		-- make sure our target exists and that it is not in the player base
		-- also make sure the building exists
		-- i want the air units to attack random stuff that is out there on the map, not stuff in the player base
		if SGroup_Exists("temp"..g_TempSquadCounter) and SGroup_CountSpawned("temp"..g_TempSquadCounter) > 0 and Prox_AnySquadNearMarker("temp"..g_TempSquadCounter, "mkr_playerbase_area") == false and PopCheck(g_PredatorCounter, "sg_Predator", g_MaxPredator) then
			-- figure out which factory we're going to spawn this plane from	
			local BaseSpawn = World_GetRand(1,4)
			
			if EGroup_Exists("eg_TankBase"..BaseSpawn) and EGroup_Count("eg_TankBase"..BaseSpawn) > 0 then
				local SecondPlaneSpawned = false
				local Plane1Counter = 0
				local Plane2Counter = 0
				-- spawn the plane
				g_PredatorCounter = g_PredatorCounter + 1
				Util_CreateSquadsAtMarkerEx(g_Player4, "sg_Predator"..g_PredatorCounter, "space_marine_squad_tempest", "mkr_tankbase1_machinecult"..BaseSpawn, 1, 1)
				if SGroup_Exists("sg_Predator"..g_PredatorCounter) and SGroup_CountSpawned("sg_Predator"..g_PredatorCounter) > 0 then
					Plane1Counter = g_PredatorCounter
					-- one plane wasn't hard enough, check the pop and spawn a 2nd plane
					if PopCheck(g_PredatorCounter, "sg_Predator", g_MaxPredator) then
						-- build it from a different building
						if BaseSpawn == 4 then
							BaseSpawn = 1
						else
							BaseSpawn = BaseSpawn + 1
						end
						-- but make sure that building exists
						if EGroup_Exists("eg_TankBase"..BaseSpawn) and EGroup_Count("eg_TankBase"..BaseSpawn) > 0 then
							g_PredatorCounter = g_PredatorCounter + 1
							Util_CreateSquadsAtMarkerEx(g_Player4, "sg_Predator"..g_PredatorCounter, "space_marine_squad_tempest", "mkr_tankbase1_machinecult"..BaseSpawn, 1, 1)
							Plane2Counter = g_PredatorCounter
							SecondPlaneSpawned = true
						end					
					end
					
					-- check to see if its target is a vehicle or infantry
					if SGroup_IsVehicle("temp"..g_TempSquadCounter) == true then
						Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_Predator"..Plane1Counter), 1),"space_marine_missile_krak_tempest", 1)
						if SecondPlaneSpawned == true then
							Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_Predator"..Plane2Counter), 1),"space_marine_missile_krak_tempest", 1)
						end
					else
						Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_Predator"..Plane1Counter), 1),"space_marine_missile_frag_tempest", 1)
						if SecondPlaneSpawned == true then
							Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_Predator"..Plane2Counter), 1),"space_marine_missile_frag_tempest", 1)
						end
					end
					
					-- attack our target with all living planes
					for i=0,g_PredatorCounter do
						if SGroup_Exists("sg_Predator"..i) and SGroup_Count("sg_Predator"..i) > 0 then
							Cmd_AttackSGroup("sg_Predator"..i, "temp"..g_TempSquadCounter)
						end
					end
					
					g_CanAirUnitSend = false
				end
			end
		end
	end	
end

end

function CheckForFirstPredatorKill() if (SGroup_Exists("sg_Predator1") and SGroup_Count("sg_Predator1") == 0) or Player_AreSquadsNearMarker(g_Player1, "mkr_tankbase1_area") then Rule_AddInterval(Rule_Objective_DestroyPredatorBase, 1) Rule_AddOneShot(PredObjAssignedIE, 10) Rule_Remove(CheckForFirstPredatorKill) end end

function CheckForFirstRhinoKill() if (SGroup_Exists("sg_RhinoObjectiveSGCheck") and SGroup_IsUnderAttack("sg_RhinoObjectiveSGCheck", false)) or Player_AreSquadsNearMarker(g_Player1, "mkr_tankbase2_area") then g_RhinoObjectiveAdded = true Rule_AddInterval(Rule_Objective_DestroyTankBase2, 1) Rule_AddOneShot(RhinoObjAssignedIE, 10) Rule_Remove(CheckForFirstRhinoKill) end end

function OBRamps() if EGroup_Exists("eg_SMBaseOrbitalRelay") and EGroup_Count("eg_SMBaseOrbitalRelay") > 0 then for i=1,3 do if Player_AreSquadsNearMarker(g_Player1, "mkr_mainbase_ob"..i) and t_OBFired[i] == false then World_FXEvent("data:Art/Events/Markers/Orbital_Bombardment_Marker", Marker_GetPosition(Marker_FromName("mkr_mainbase_ob"..i, "basic_marker"))) Command_EntityAbilityPos(g_Player2,EGroup_GetSpawnedEntityAt(EGroup_FromName("eg_SMBaseOrbitalRelay"), 1), "marines_orbital_bombardment_stronghold_sp",Marker_GetPosition(Marker_FromName("mkr_mainbase_ob"..i, "basic_marker"))) t_OBFired[i] = true if g_FinalOBIEFired == false then g_FinalOBIEFired = true Util_StartIntel(EVENTS.IE_FinalOrbitalBombardment) end end end end

local CountQuick = 0
for j=1,3 do
	if t_OBFired[i] == true then
		CountQuick = CountQuick + 1
	end
end
if CountQuick >= 3 then
	Rule_Remove(OBRamps)
end

end

function Thunderhawks_SendIn() if Player_AreSquadsNearMarker(g_Player1, "mkr_lowerright_area") and t_SentInThunderhawk[1] == false then t_SentInThunderhawk[1] = true Thunderhawks(1) Rule_AddInterval(UpgradeSMs1, 2) end if Player_AreSquadsNearMarker(g_Player1, "mkr_lowerleft_area") and t_SentInThunderhawk[2] == false then t_SentInThunderhawk[2] = true Thunderhawks(2) Rule_AddInterval(UpgradeSMs2, 2) end if Player_AreSquadsNearMarker(g_Player1, "mkr_lowermiddle_area") and t_SentInThunderhawk[3] == false then t_SentInThunderhawk[3] = true Thunderhawks(3) end

local Remove = 0
for i=1,3 do
	if t_SentInThunderhawk[i] == true then
		Remove = Remove + 1
	end
end
if Remove == 3 then
	Rule_Remove(Thunderhawks_SendIn)
end

end

function Thunderhawks(pos) if pos == 4 then Rule_Remove(Thunderhawks) return else Util_CreateSquadsAtMarkerEx(g_Player2, "sg_Thunderhawk"..pos, "space_marine_squad_thunderhawk", "mkr_thunderhawk"..pos, 1, 1) SGroup_SetHealthInvulnerable("sg_Thunderhawk"..pos, true) SGroup_FaceMarker("sg_Thunderhawk"..pos, "mkr_thunderhawk_face"..pos) Anim_PlaySGroupAnim(SGroup_FromName("sg_Thunderhawk"..pos), "sp_land") if pos == 1 then for i=1,3 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_LowerRightSM"..i, "space_marine_squad_tactical", Marker_GetPosition(Marker_FromName( "mkr_sm_lowerright"..i, "basic_marker")) ,1,World_GetRand(7,8)) end for i=1,1 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_LowerRightHF"..i, "space_marine_squad_dreadnought_hellfire", Marker_GetPosition(Marker_FromName( "mkr_sm_lowerright_hf"..i, "basic_marker")) ,1,1) end Rule_AddOneShot(Thunderhawks_Spawn1, 6) Rule_AddOneShot(Thunderhawks_TakeOff1, 8) elseif pos == 2 then for i=1,1 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_LowerLeftHF"..i, "space_marine_squad_dreadnought_hellfire", Marker_GetPosition(Marker_FromName( "mkr_sm_lowerleft_hf"..i, "basic_marker")) ,1,1) end for i=1,3 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_LowerLeftSM"..i, "space_marine_squad_tactical", Marker_GetPosition(Marker_FromName( "mkr_sm_lowerleft"..i, "basic_marker")) ,1,World_GetRand(7,8)) end Rule_AddOneShot(Thunderhawks_Spawn2, 6) Rule_AddOneShot(Thunderhawks_TakeOff2, 8) elseif pos == 3 then for i=1,2 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_MiddleAssaultTerminators"..i, "space_marine_squad_terminator_assault", Marker_GetPosition(Marker_FromName( "mkr_sm_middle_assaultterminators"..i, "basic_marker")) ,1,World_GetRand(7,8)) end Rule_AddOneShot(Thunderhawks_Spawn3, 6) Rule_AddOneShot(Thunderhawks_TakeOff3, 8) end end end

function UpgradeSMs1() for i = 1, 4 do if SGroup_Exists("sg_LowerRightSM"..i) and SGroup_Count("sg_LowerRightSM"..i) > 0 and SGroup_CountSpawned("sg_LowerRightSM"..i) > 0 and t_DroppedSquadUpgraded[i] == false then t_DroppedSquadUpgraded[i] = true local WeaponType = i if WeaponType == 1 then Weapon = "space_marine_heavy_bolter_tactical" elseif WeaponType == 2 then Weapon = "space_marine_flamer_tactical" elseif WeaponType == 3 then Weapon = "space_marine_missile_launcher_tactical" elseif WeaponType == 4 then Weapon = "space_marine_plasma_gun" end Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_LowerRightSM"..i), 1),Weapon, 6) SGroup_AddLeaders("sg_LowerRightSM"..i) end end local Remove = 0 for i=1,4 do if t_DroppedSquadUpgraded[i] == true then Remove = Remove + 1 end end if Remove == 4 then Rule_Remove(UpgradeSMs1) end end

function UpgradeSMs2() for i = 1, 4 do if SGroup_Exists("sg_LowerLeftSM"..i) and SGroup_Count("sg_LowerLeftSM"..i) > 0 and SGroup_CountSpawned("sg_LowerLeftSM"..i) > 0 and t_DroppedSquadUpgraded[i+4] == false then t_DroppedSquadUpgraded[i+4] = true local WeaponType = i if WeaponType == 1 then Weapon = "space_marine_heavy_bolter_tactical" elseif WeaponType == 2 then Weapon = "space_marine_flamer_tactical" elseif WeaponType == 3 then Weapon = "space_marine_missile_launcher_tactical" elseif WeaponType == 4 then Weapon = "space_marine_plasma_gun" end Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_LowerLeftSM"..i), 1),Weapon, 6) SGroup_AddLeaders("sg_LowerLeftSM"..i) end end local Remove = 0 for i=1,4 do if t_DroppedSquadUpgraded[i+4] == true then Remove = Remove + 1 end end if Remove == 4 then Rule_Remove(UpgradeSMs2) end end

function Thunderhawks_Spawn1() for i=1,2 do Util_CreateSquadsAtPositionEx(g_Player2, "sg_LowerRightPredator"..i, "space_marine_squad_predator", SGroup_GetPosition("sg_Thunderhawk1"), 1, 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_LowerRightPredator"..i), 1),"space_marine_lascannon_twin_predator", 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_LowerRightPredator"..i), 1),"space_marine_lascannon_tank_right", 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_LowerRightPredator"..i), 1),"space_marine_lascannon_tank_left", 1) end end function Thunderhawks_Spawn2() for i=1,2 do Util_CreateSquadsAtPositionEx(g_Player2, "sg_LowerLeftKnights"..i, "space_marine_squad_grey_knights", SGroup_GetPosition("sg_Thunderhawk2"), 1, World_GetRand(7,8)) end end function Thunderhawks_Spawn3() for i=1,2 do Util_CreateSquadsAtPositionEx(g_Player2, "sg_Artillery"..i, "space_marine_squad_whirlwind", SGroup_GetPosition("sg_Thunderhawk3"), 1, 1) end end

function Thunderhawks_TakeOff1() Anim_PlaySGroupAnim(SGroup_FromName("sg_Thunderhawk1"), "sp_take_off") Rule_AddOneShot(Thunderhawks_Despawn1, 10) end

function Thunderhawks_TakeOff2() Anim_PlaySGroupAnim(SGroup_FromName("sg_Thunderhawk2"), "sp_take_off") Rule_AddOneShot(Thunderhawks_Despawn2, 10) end

function Thunderhawks_TakeOff3() Anim_PlaySGroupAnim(SGroup_FromName("sg_Thunderhawk3"), "sp_take_off") Rule_AddOneShot(Thunderhawks_Despawn3, 10) end

function Thunderhawks_Despawn1() SGroup_DeSpawn("sg_Thunderhawk1") SGroup_Destroy("sg_Thunderhawk1") end function Thunderhawks_Despawn2() SGroup_DeSpawn("sg_Thunderhawk2") SGroup_Destroy("sg_Thunderhawk2") end function Thunderhawks_Despawn3() SGroup_DeSpawn("sg_Thunderhawk3") SGroup_Destroy("sg_Thunderhawk3") end

function FinalStand() for j=1,3 do if Player_AreSquadsNearMarker(g_Player1, "mkr_top_area"..j) then for i=1,2 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_TopMarines"..i, "space_marine_squad_tactical", Marker_GetPosition(Marker_FromName( "mkr_top_drop_sm"..i, "basic_marker")) ,1,World_GetRand(7,8)) end for i=1,1 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_TopAssaultTerminators"..i, "space_marine_squad_terminator_assault", Marker_GetPosition(Marker_FromName( "mkr_top_drop_assaultterminator"..i, "basic_marker")) ,1,World_GetRand(7,8)) end for i=1,1 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_TopTerminators"..i, "space_marine_squad_terminator", Marker_GetPosition(Marker_FromName( "mkr_top_drop_terminator"..i, "basic_marker")) ,1,World_GetRand(7,8)) end for i=1,1 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_TopHFs"..i, "space_marine_squad_dreadnought_hellfire", Marker_GetPosition(Marker_FromName( "mkr_top_drop_hfdreadnaught"..i, "basic_marker")) ,1,1) end --[[for i=1,1 do Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_TopDreadnaughts"..i, "space_marine_squad_dreadnought", Marker_GetPosition(Marker_FromName( "mkr_top_drop_dreadnaught"..i, "basic_marker")) ,1,1) end]] Rule_AddInterval(UpgradeTop, 1) Rule_Remove(FinalStand) return end end end

function UpgradeTop() for i = 1, 5 do if SGroup_Exists("sg_TopMarines"..i) and SGroup_Count("sg_TopMarines"..i) > 0 and SGroup_CountSpawned("sg_TopMarines"..i) > 0 and t_DroppedSquadUpgraded[i+8] == false then t_DroppedSquadUpgraded[i+8] = true local WeaponType = i if WeaponType == 1 then Weapon = "space_marine_heavy_bolter_tactical" elseif WeaponType == 2 then Weapon = "space_marine_flamer_tactical" elseif WeaponType == 3 then Weapon = "space_marine_missile_launcher_tactical" elseif WeaponType == 4 then Weapon = "space_marine_plasma_gun" elseif WeaponType == 5 then Weapon = "space_marine_missile_launcher_tactical" end Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopMarines"..i), 1),Weapon, 6) SGroup_AddLeaders("sg_TopMarines"..i) end end for i=1,2 do if SGroup_Exists("sg_TopDreadnaughts"..i) and SGroup_Count("sg_TopDreadnaughts"..i) > 0 and SGroup_CountSpawned("sg_TopDreadnaughts"..i) > 0 and t_DroppedSquadUpgraded[i+13] == false then t_DroppedSquadUpgraded[i+13] = true local WeaponType = i if WeaponType == 1 then Weapon = "space_marine_lascannon_twin_dreadnought" elseif WeaponType == 2 then Weapon = "space_marine_assault_cannon_dreadnought" end Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopDreadnaughts"..i), 1),Weapon, 1) end end for i=1,2 do if SGroup_Exists("sg_TopTerminators"..i) and SGroup_Count("sg_TopTerminators"..i) > 0 and SGroup_CountSpawned("sg_TopTerminators"..i) > 0 and t_DroppedSquadUpgraded[i+15] == false then t_DroppedSquadUpgraded[i+15] = true local WeaponType = i if WeaponType == 1 then Weapon = "space_marine_heavy_flamer" elseif WeaponType == 2 then Weapon = "space_marine_assault_cannon_terminator" end Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_TopTerminators"..i), 1),Weapon, 3) end end local Remove = 0 for i=1,9 do if t_DroppedSquadUpgraded[i+8] == true then Remove = Remove + 1 end end if Remove == 9 then Rule_Remove(UpgradeTop) end end

function Relic()

if EGroup_Exists("eg_RelicPost") and EGroup_Count("eg_RelicPost") == 0 and g_RelicIEFired == false then
	g_RelicIEFired = true
	Util_StartIntel(EVENTS.IE_Taunt2)
end

if EGroup_Exists("eg_Relic") and EGroup_IsCapturedByPlayer("eg_Relic", g_Player1, true) then
	-- drop pod 
	--[[for i=1,2 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RelicMarines"..i, "space_marine_squad_tactical", Marker_GetPosition(Marker_FromName( "mkr_relic_sm"..i, "basic_marker")) ,1,World_GetRand(7,8))
	end
	for i=1,1 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RelicTerminators"..i, "space_marine_squad_terminator", Marker_GetPosition(Marker_FromName( "mkr_relic_terminators"..i, "basic_marker")) ,1,World_GetRand(7,8))
	end		
	for i=1,1 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RelicHFs"..i, "space_marine_squad_dreadnought_hellfire", Marker_GetPosition(Marker_FromName( "mkr_relic_dn_hf"..i, "basic_marker")) ,1,1)
	end
	for i=1,1 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RelicDreadnaughts"..i, "space_marine_squad_dreadnought", Marker_GetPosition(Marker_FromName( "mkr_relic_dn"..i, "basic_marker")) ,1,1)
	end]]
	-- send predator from main base
	if EGroup_Exists("eg_SMBaseMachineCult") and EGroup_Count("eg_SMBaseMachineCult") > 0 then
		Util_CreateSquadsAtMarkerEx(g_Player2, "sg_RelicPredator1", "space_marine_squad_predator", "mkr_sm_machinecult", 1, 1)
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_RelicPredator1"), 1),"space_marine_lascannon_twin_predator", 1)
		Cmd_AttackMoveMarker("sg_RelicPredator1", "mkr_relic_predator_attackmove1")
	end
	if EGroup_Exists("eg_SMBaseMachineCult2") and EGroup_Count("eg_SMBaseMachineCult2") > 0 then
		Util_CreateSquadsAtMarkerEx(g_Player2, "sg_RelicPredator2", "space_marine_squad_predator", "mkr_sm_machinecult2", 1, 1)
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_RelicPredator2"), 1),"space_marine_lascannon_tank_right", 1)
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_RelicPredator2"), 1),"space_marine_lascannon_tank_left", 1)
		Cmd_AttackMoveMarker("sg_RelicPredator2", "mkr_relic_predator_attackmove2")
	end
	-- send capture squad from main base
	Util_CreateSquadsAtMarkerEx(g_Player2 , "sg_CaptureSquad", "space_marine_squad_tactical", "mkr_sm_machinecult2" ,1,World_GetRand(7,8))
	Cmd_Capture("sg_CaptureSquad", "eg_Relic")
	
	-- send a couple other squads from the main base
	Util_CreateSquadsAtMarkerEx(g_Player2 , "sg_RelicMarines1", "space_marine_squad_tactical", "mkr_sm_machinecult2" ,1,World_GetRand(7,8))
	Cmd_AttackMoveMarker("sg_RelicMarines1", "mkr_relic_sm1")
	Util_CreateSquadsAtMarkerEx(g_Player2 , "sg_RelicMarines2", "space_marine_squad_tactical", "mkr_sm_machinecult2" ,1,World_GetRand(7,8))
	Cmd_AttackMoveMarker("sg_RelicMarines1", "mkr_relic_sm2")
	Rule_Remove(Relic)
end

end

function SetupAirBaseDefense() for i=1,5 do Util_CreateSquadsAtMarkerEx(g_Player2, "sg_AirBaseDefenseTempest"..i, "space_marine_squad_tempest", "mkr_tankbase_temptest"..i, 1, 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBaseDefenseTempest"..i), 1),"space_marine_missile_krak_tempest", 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBaseDefenseTempest"..i), 1),"space_marine_missile_frag_tempest", 1) end Rule_AddInterval(AirBaseDefense, 1) end

function AirBaseDefense() if Player_AreSquadsNearMarker(g_Player1, "mkr_tankbase1_area") then g_PlayerSquadsNearTankBaseCounter = g_PlayerSquadsNearTankBaseCounter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter, "mkr_tankbase1_area") if SGroup_Exists("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) and SGroup_Count("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) > 1 then Util_StartIntel(EVENTS.IE_PlayerNearAirfield) -- add a rule to spawn random shit outta each base till the player has destroyed them all Rule_AddInterval(AirBaseDefense_SpawnDreadnaught, g_AirbaseDefenseDreadnaughtTimer) Rule_AddInterval(AirBaseDefense_SpawnTempest, g_AirbaseDefenseTempestTimer) Rule_AddInterval(AirBaseDefense_SpawnPredator, g_AirbaseDefensePredatorTimer) Rule_AddInterval(AirBaseDefense_AttackPlayerSquads, 5) -- grab everything in the area and attack the player squads Player_GetAllSquadsNearMarker(g_Player3, "sg_P3AirBaseSquads", "mkr_tankbase1_area") Cmd_AttackSGroup("sg_P3AirBaseSquads", "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) -- remove rule Rule_Remove(AirBaseDefense) end end end

function AirBaseDefense_AttackPlayerSquads() if Player_AreSquadsNearMarker(g_Player1, "mkr_tankbase1_area") then g_PlayerSquadsNearTankBaseCounter = g_PlayerSquadsNearTankBaseCounter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter, "mkr_tankbase1_area") Player_GetAllSquadsNearMarker(g_Player2, "sg_Player2SquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter, "mkr_tankbase1_area") if SGroup_Exists("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) and SGroup_Count("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) > 0 then if SGroup_Exists("sg_Player2SquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) and SGroup_Count("sg_Player2SquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) > 0 then Cmd_AttackSGroup("sg_Player2SquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) end end end end

function AirBaseDefense_SpawnDreadnaught() local Base = World_GetRand(1,4) if EGroup_Exists("eg_TankBase"..Base) and EGroup_Count("eg_TankBase"..Base) > 0 then if PopCheck(g_AirBaseDefenseDreadnaughtCounter,"sg_AirBaseDreadnaughts",g_AirBaseDefenseDreadnaughtMax) then g_AirBaseDefenseDreadnaughtCounter = g_AirBaseDefenseDreadnaughtCounter + 1 -- spawn dn Util_CreateSquadsAtMarkerEx(g_Player2, "sg_AirBaseDreadnaughts"..g_AirBaseDefenseDreadnaughtCounter, "space_marine_squad_dreadnought", "mkr_tankbase1_machinecult"..Base, 1, 1) if World_GetRand(1,2) == 2 then Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBaseDreadnaughts"..g_AirBaseDefenseDreadnaughtCounter), 1),"space_marine_assault_cannon_dreadnought", 1) else Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBaseDreadnaughts"..g_AirBaseDefenseDreadnaughtCounter), 1),"space_marine_lascannon_twin_dreadnought", 1) end -- find & attack any squads in the area g_PlayerSquadsNearTankBaseCounter = g_PlayerSquadsNearTankBaseCounter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter, "mkr_tankbase1_area") if SGroup_Exists("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) and SGroup_Count("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) > 0 then Cmd_AttackSGroup("sg_AirBaseDreadnaughts"..g_AirBaseDefenseDreadnaughtCounter, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) else Cmd_AttackMoveMarker("sg_AirBaseDreadnaughts"..g_AirBaseDefenseDreadnaughtCounter, "mkr_tankbase1_defaultgather") end end end end

function AirBaseDefense_SpawnTempest() local Base = World_GetRand(1,4) if EGroup_Exists("eg_TankBase"..Base) and EGroup_Count("eg_TankBase"..Base) > 0 then if PopCheck(g_AirBaseDefenseTempestCounter,"sg_AirBaseTempests",g_AirBaseDefenseTempestMax) then g_AirBaseDefenseTempestCounter = g_AirBaseDefenseTempestCounter + 1 -- spawn dn Util_CreateSquadsAtMarkerEx(g_Player2, "sg_AirBaseTempests"..g_AirBaseDefenseTempestCounter, "space_marine_squad_tempest", "mkr_tankbase1_machinecult"..Base, 1, 1) if World_GetRand(1,2) == 2 then Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBaseTempests"..g_AirBaseDefenseTempestCounter), 1),"space_marine_missile_krak_tempest", 1) else Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBaseTempests"..g_AirBaseDefenseTempestCounter), 1),"space_marine_missile_frag_tempest", 1) end -- find & attack any squads in the area g_PlayerSquadsNearTankBaseCounter = g_PlayerSquadsNearTankBaseCounter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter, "mkr_tankbase1_area") if SGroup_Exists("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) and SGroup_Count("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) > 0 then Cmd_AttackSGroup("sg_AirBaseTempests"..g_AirBaseDefenseTempestCounter, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) else Cmd_AttackMoveMarker("sg_AirBaseTempests"..g_AirBaseDefenseTempestCounter, "mkr_tankbase1_defaultgather") end end end end

function AirBaseDefense_SpawnPredator() local Base = World_GetRand(1,4) if EGroup_Exists("eg_TankBase"..Base) and EGroup_Count("eg_TankBase"..Base) > 0 then if PopCheck(g_AirBaseDefensePredatorCounter,"sg_AirBasePredators",g_AirBaseDefensePredatorMax) then g_AirBaseDefensePredatorCounter = g_AirBaseDefensePredatorCounter + 1 -- spawn dn Util_CreateSquadsAtMarkerEx(g_Player2, "sg_AirBasePredators"..g_AirBaseDefensePredatorCounter, "space_marine_squad_predator", "mkr_tankbase1_machinecult"..Base, 1, 1) local Weapon = World_GetRand(1,6) if Weapon == 1 then Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_twin_predator", 1) elseif Weapon == 2 then Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_tank_right", 1) elseif Weapon == 3 then Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_tank_left", 1) elseif Weapon == 4 then Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_tank_left", 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_twin_predator", 1) elseif Weapon >= 5 then Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_tank_left", 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_twin_predator", 1) Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter), 1),"space_marine_lascannon_tank_right", 1) end -- find & attack any squads in the area g_PlayerSquadsNearTankBaseCounter = g_PlayerSquadsNearTankBaseCounter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter, "mkr_tankbase1_area") if SGroup_Exists("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) and SGroup_Count("sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) > 0 then Cmd_AttackSGroup("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter, "sg_PlayerSquadsNearTankBase"..g_PlayerSquadsNearTankBaseCounter) else Cmd_AttackMoveMarker("sg_AirBasePredators"..g_AirBaseDefensePredatorCounter, "mkr_tankbase1_defaultgather") end end end end

function RhinoBase()

if EGroup_Exists("eg_Tank2Base") and EGroup_IsUnderAttack("eg_Tank2Base", true) then
	-- drop pod 
	for i=1,1 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RhinoBaseMarines"..i, "space_marine_squad_tactical", Marker_GetPosition(Marker_FromName( "mkr_rhinobase_sm"..i, "basic_marker")) ,1,World_GetRand(7,8))
	end
	for i=1,1 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RhinoBaseTerminators"..i, "space_marine_squad_terminator_assault", Marker_GetPosition(Marker_FromName( "mkr_rhinobase_term"..i, "basic_marker")) ,1,World_GetRand(7,8))
	end		
	for i=1,1 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RhinoBaseHFs"..i, "space_marine_squad_dreadnought_hellfire", Marker_GetPosition(Marker_FromName( "mkr_rhinobase_dn1", "basic_marker")) ,1,1)
	end
	for i=1,1 do
		Util_CreateSquadsAndDropPodIn(g_Player2 , "sg_RhinoBaseDreadnaughts"..i, "space_marine_squad_dreadnought", Marker_GetPosition(Marker_FromName( "mkr_rhinobase_dn2", "basic_marker")) ,1,1)
	end
	-- send predator from main base
	if EGroup_Exists("eg_SMBaseMachineCult") and EGroup_Count("eg_SMBaseMachineCult") > 0 then
		Util_CreateSquadsAtMarkerEx(g_Player2, "sg_RhinoBasePredator1", "space_marine_squad_predator", "mkr_sm_machinecult", 1, 1)
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_RhinoBasePredator1"), 1),"space_marine_lascannon_twin_predator", 1)
		Cmd_AttackMoveMarker("sg_RhinoBasePredator1", "mkr_rhinobase_predator_attackmove1")
	end
	if EGroup_Exists("eg_SMBaseMachineCult2") and EGroup_Count("eg_SMBaseMachineCult2") > 0 then
		Util_CreateSquadsAtMarkerEx(g_Player2, "sg_RhinoBasePredator2", "space_marine_squad_predator", "mkr_sm_machinecult2", 1, 1)
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_RhinoBasePredator2"), 1),"space_marine_lascannon_tank_right", 1)
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_RhinoBasePredator2"), 1),"space_marine_lascannon_tank_left", 1)
		Cmd_AttackMoveMarker("sg_RhinoBasePredator2", "mkr_rhinobase_predator_attackmove2")
	end
	for i=1,2 do
		Util_CreateSquadsAtMarkerEx(g_Player2 , "sg_RhinoAttackSquad"..i, "space_marine_squad_tactical", "mkr_sm_machinecult2" ,1,World_GetRand(7,8))
		local WeaponType = World_GetRand(1, 4)
		if WeaponType == 1 then
			Weapon = "space_marine_heavy_bolter_tactical"
		elseif WeaponType == 2 then
			Weapon = "space_marine_flamer_tactical"
		elseif WeaponType == 3 then
			Weapon = "space_marine_missile_launcher_tactical"
		elseif  WeaponType == 4 then
			Weapon = "space_marine_plasma_gun"
		end
		Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName("sg_RhinoAttackSquad"..i), 1),Weapon, 6)
		SGroup_AddLeaders("sg_RhinoAttackSquad"..i)
		Cmd_AttackMoveMarker("sg_RhinoAttackSquad"..i, "mkr_rhinobase_predator_attackmove"..i)
	end
	Rule_AddInterval(RhinoBaseDefense_AttackPlayerSquads, 1)
	Rule_Remove(RhinoBase)		
end

end

function RhinoBaseDefense_AttackPlayerSquads() if Player_AreSquadsNearMarker(g_Player1, "mkr_tankbase2_area") then g_PlayerSquadsNearRhinoBaseCounter = g_PlayerSquadsNearRhinoBaseCounter + 1 Player_GetAllSquadsNearMarker(g_Player1, "sg_P1SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter, "mkr_tankbase2_area") Player_GetAllSquadsNearMarker(g_Player2, "sg_P2SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter, "mkr_tankbase2_area") if SGroup_Exists("sg_P1SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter) and SGroup_Count("sg_P1SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter) > 0 then if SGroup_Exists("sg_P2SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter) and SGroup_Count("sg_P2SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter) > 0 then Cmd_AttackSGroup("sg_P2SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter, "sg_P1SquadsNearRhinoBase"..g_PlayerSquadsNearRhinoBaseCounter) end end end end

function AttackFromMainBase() if g_TotalDropPoints == 0 and (g_RhinoBaseDead == true or g_AirBaseDead == true) then local SquadNum = 0 local TotalSquads = 2 if g_Difficulty == 1 then TotalSquads = 2 elseif g_Difficulty == 2 then TotalSquads = 3 elseif g_Difficulty == 3 then TotalSquads = 4 end for i=1,TotalSquads do local Chance = 0 -- spawns light infantry, heavy infantry, light vehicle, and heavy vehicle to attack the player base if i==1 then -- infantry Chance = World_GetRand(1,6) elseif i==2 then -- vehicle Chance = World_GetRand(7,12) else -- anything Chance = World_GetRand(1,12) end

		if Chance == 1 then
			--marines
			Blueprint = "space_marine_squad_tactical"
			Counter = g_MainCounterSM
			SquadName = "sg_MainSpaceMarines"
			MaxPopName = g_MaxMainSM
			Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
			SquadNum = World_GetRand(6,8)
		elseif Chance == 2 then
			-- assault marines
			Blueprint = "space_marine_squad_assault"
			Counter = g_MainCounterAssault
			SquadName = "sg_MainAssaultMarines"
			MaxPopName = g_MaxMainAssault
			Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
			SquadNum = World_GetRand(6,8)
		elseif Chance == 3 then
			-- scouts
			Blueprint = "space_marine_squad_scout"
			Counter = g_MainCounterScouts
			SquadName = "sg_MainScouts"
			MaxPopName = g_MaxMainScouts
			Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
			SquadNum = World_GetRand(3,4)
		elseif Chance == 4 then
			--  grey knights
			Blueprint = "space_marine_squad_grey_knights"
			Counter = g_MainCounterGN
			SquadName = "sg_MainGreyKnights"
			MaxPopName = g_MaxMainGreyKnights
			Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
			SquadNum = World_GetRand(6,8)
		elseif Chance == 5 then
			-- assault terminators
			Blueprint = "space_marine_squad_terminator_assault"
			Counter = g_MainCounterAssTerminators
			SquadName = "sg_MainAssTerminators"
			MaxPopName = g_MaxMainAssTerminators
			Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
			SquadNum = World_GetRand(6,8)
		elseif Chance == 6 then
			-- terminators
			Blueprint = "space_marine_squad_terminator"
			Counter = g_MainCounterTerminators
			SquadName = "sg_MainTerminators"
			MaxPopName = g_MaxMainTerminators
			Building = "eg_SMBaseBarracks"..World_GetRand(1,4)
			SquadNum = World_GetRand(6,8)
		elseif Chance == 7 then
			-- land speeder
			Blueprint = "space_marine_squad_land_speeder"
			Counter = g_MainCounterLandSpeeders
			SquadName = "sg_MainLandSpeeders"
			MaxPopName = g_MaxMainLandSpeeders
			Building = "eg_SMBaseMachineCult"..World_GetRand(1,2)
			SquadNum = 1
		elseif Chance == 8 then
			-- hf dn
			Blueprint = "space_marine_squad_dreadnought_hellfire"
			Counter = g_MainCounterHFDN
			SquadName = "sg_MainDNHF"
			MaxPopName = g_MaxMainHFDN
			Building = "eg_SMBaseMachineCult"..World_GetRand(1,2)
			SquadNum = 1
		elseif Chance == 9 then
			-- dn
			Blueprint = "space_marine_squad_dreadnought"
			Counter = g_MainCounterDN
			SquadName = "sg_MainDN"
			MaxPopName = g_MaxMainDN
			Building = "eg_SMBaseMachineCult"..World_GetRand(1,2)
			SquadNum = 1
		elseif Chance == 10 then
			-- whirlwind
			Blueprint = "space_marine_squad_whirlwind"
			Counter = g_MainCounterWhirlwind
			SquadName = "sg_MainWhirlwind"
			MaxPopName = g_MaxMainWhirlwind
			Building = "eg_SMBaseMachineCult"..World_GetRand(1,2)
			SquadNum = 1
		elseif Chance == 11 or Chance == 12 then
			-- predator
			Blueprint = "space_marine_squad_predator"
			Counter = g_MainCounterPredator
			SquadName = "sg_MainPredator"
			MaxPopName = g_MaxMainPredators
			Building = "eg_SMBaseMachineCult"..World_GetRand(1,2)
			SquadNum = 1
		end
		
		if EGroup_Exists(Building) and EGroup_Count(Building) > 0 and PopCheck(Counter, SquadName, MaxPopName) == true then
			
			-- increase counter
			if Blueprint == "space_marine_squad_grey_knights" then
				g_MainCounterGN = g_MainCounterGN + 1
			elseif Blueprint == "space_marine_squad_tactical" then
				g_MainCounterSM = g_MainCounterSM + 1
			elseif Blueprint == "space_marine_squad_predator" then
				g_MainCounterPredator = g_MainCounterPredator + 1
			elseif Blueprint == "space_marine_squad_whirlwind" then
				g_MainCounterWhirlwind = g_MainCounterWhirlwind + 1
			elseif Blueprint == "space_marine_squad_dreadnought" then
				g_MainCounterDN = g_MainCounterDN + 1
			elseif Blueprint == "space_marine_squad_dreadnought_hellfire" then
				g_MainCounterHFDN = g_MainCounterHFDN + 1
			elseif Blueprint == "space_marine_squad_land_speeder" then
				g_MainCounterLandSpeeders = g_MainCounterLandSpeeders + 1
			elseif Blueprint == "space_marine_squad_terminator" then
				g_MainCounterTerminators = g_MainCounterTerminators + 1
			elseif Blueprint == "space_marine_squad_terminator_assault" then
				g_MainCounterAssTerminators = g_MainCounterAssTerminators + 1
			elseif Blueprint == "space_marine_squad_scout" then
				g_MainCounterScouts = g_MainCounterScouts + 1
			elseif Blueprint == "space_marine_squad_assault" then
				g_MainCounterAssault = g_MainCounterAssault + 1
			end
			
			Util_CreateSquadsAtPositionEx(g_Player2, SquadName..Counter, Blueprint, EGroup_GetPosition(Building), 1, SquadNum)
			
			-- add weapons / leader
			if Blueprint == "space_marine_squad_tactical" then
				local WeaponType = World_GetRand(1, 4)
				if WeaponType == 1 then
					Weapon = "space_marine_heavy_bolter_tactical"
				elseif WeaponType == 2 then
					Weapon = "space_marine_flamer_tactical"
				elseif WeaponType == 3 then
					Weapon = "space_marine_missile_launcher_tactical"
				elseif  WeaponType == 4 then
					Weapon = "space_marine_plasma_gun"
				end
				Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),Weapon, 5)
				SGroup_AddLeaders(SquadName..Counter)
			elseif Blueprint == "space_marine_squad_predator" then
				local Weapon = World_GetRand(1,6)
				if Weapon == 1 then
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_twin_predator", 1)
				elseif Weapon == 2 then
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_tank_right", 1)
				elseif Weapon == 3 then
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_tank_left", 1)
				elseif Weapon == 4 then
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_tank_left", 1)
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_twin_predator", 1)
				elseif Weapon >= 5 then
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_tank_left", 1)
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_twin_predator", 1)
					Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_lascannon_tank_right", 1)
				end
			elseif Blueprint == "space_marine_squad_dreadnought" then
				local WeaponType = World_GetRand(1,2)
				if WeaponType == 1 then
					Weapon = "space_marine_lascannon_twin_dreadnought"
				elseif WeaponType == 2 then
					Weapon = "space_marine_assault_cannon_dreadnought"
				end
				Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),Weapon, 1)				
			elseif Blueprint == "space_marine_squad_terminator" then
				local WeaponType = World_GetRand(1,2)
				if WeaponType == 1 then
					Weapon = "space_marine_heavy_flamer"
				elseif WeaponType == 2 then
					Weapon = "space_marine_assault_cannon_terminator"
				end
				Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),Weapon, 3)
			elseif Blueprint == "space_marine_squad_scout" then
				Squad_ForceUpgradeWeapons(SGroup_GetSpawnedSquadAt(SGroup_FromName(SquadName..Counter), 1),"space_marine_sniper_rifle", 3)
			elseif Blueprint == "space_marine_squad_assault" then
				SGroup_AddLeaders(SquadName..Counter)
			end
			
			-- if we're spawning infantry, also spawn a leader
			if Chance >= 1 or Chance <= 6 then
				local Commander = World_GetRand(1,6)	
				if Commander == 1 then
					--force commander (hero) -- battlecry (pbae dmg/morale), orbital bombardment
					CommBluePrint = "space_marine_squad_force_commander"
					CommCounter = g_ForceCommanderCounter
					CommMaxPop = g_MaxForceCommander
					CommSGroup = "sg_ForceCommander"
				elseif Commander >= 4 then
					-- apothecary (healer) -- increases regen rate on units -- no special abilities, cap of 4
					CommBluePrint = "space_marine_squad_apothecary"
					CommCounter = g_ApothecaryCounter
					CommMaxPop = g_MaxApothecary
					CommSGroup = "sg_Apothecary"
				elseif Commander == 3 then
					-- chaplain (vet/hero) -- increases regen rate -- demoralizing shout demoralizes a squad target
					CommBluePrint = "space_marine_squad_chaplain"
					CommCounter = g_ChaplainCounter
					CommMaxPop = g_MaxChaplain
					CommSGroup = "sg_Chaplain"
				elseif Commander == 2 then
					-- librarian (good vs daemons) -- smite - targetted ae dmg, weaken resolve - reduce morale recover rate (squad target), word of the emperor - no infantry can die while active
					CommBluePrint = "space_marine_squad_librarian"
					CommCounter = g_LibrarianCounter
					CommMaxPop = g_MaxLibrarian
					CommSGroup = "sg_Librarian"
				end
				
				if PopCheck(CommCounter, CommSGroup, CommMaxPop) == true then
					Util_CreateSquadsAtPositionEx(g_Player2, CommSGroup..CommCounter, CommBluePrint, SGroup_GetPosition(SquadName..Counter), 1, 1)
					Cmd_AttachSquads(SquadName..Counter, CommSGroup..CommCounter)
					if Commander == 1 then
						ForceCommanderWeapons()
						g_ForceCommanderCounter = g_ForceCommanderCounter + 1
					elseif Commander >= 4 then
						g_ApothecaryCounter = g_ApothecaryCounter + 1
					elseif Commander == 3 then
						g_ChaplainCounter = g_ChaplainCounter + 1
					elseif Commander == 2 then
						g_LibrarianCounter = g_LibrarianCounter + 1
					end
				end
			end
			
			Cmd_AttackMovePos(SquadName..Counter, g_GlobalAttackPos)
			--Cmd_AttackMoveMarker(SquadName..Counter, "mkr_Player_HQ")
		end
	end
	
	-- 20% chance to spawn 1 or 2 land speeders (20% chance to spawn 2)
	if World_GetRand(1, 10) > 8 then
		if EGroup_Exists("eg_Tank2BaseTank") and EGroup_Count("eg_Tank2BaseTank") > 0 and PopCheck(g_LandSpeederCounter, "sg_LandSpeeder", g_MaxLandSpeeders) then
			--create landraider(s)
			local Chance = World_GetRand(1, 10)
			if Chance > 8 then
				SquadCount = 2
			else
				SquadCount = 1
			end
			Util_CreateSquadsAtMarkerEx(g_Player2, "sg_LandSpeeder"..g_LandSpeederCounter, "space_marine_squad_land_speeder", "mkr_tankbase2_tank" , SquadCount, 1)
			-- send land raider to player base
			Cmd_AttackMovePos("sg_LandSpeeder"..g_LandSpeederCounter, g_GlobalAttackPos)
			--Cmd_AttackMoveMarker("sg_LandSpeeder"..g_LandSpeederCounter, "mkr_Player_HQ")
		end
	end
end

end

function IntelligentlyMoveAttacks() if EGroup_Exists("eg_Player_HQ") and EGroup_Count("eg_Player_HQ") == 0 then -- find the next HQ to attack Race = MetaMap_GetPlayerNRaceName(0) if Race == "chaos_marine_race" then hqbp = "chaos_hq" elseif Race == "guard_race" then hqbp = "guard_hq" elseif Race == "ork_race" then hqbp = "ork_hq" elseif Race == "space_marine_race" then hqbp = "space_marine_hq" elseif Race == "tau_race" then hqbp = "tau_hq" elseif Race == "necron_race" then hqbp = "monolith" elseif Race == "eldar_race" then hqbp = "eldar_hq" elseif Race == "dark_eldar_race" then hqbp = "dark_eldar_hq" elseif Race == "sisters_race" then hqbp = "sisters_hq" end Player_GetEntities( g_Player1 ) if EGroup_Exists("__Player1000Entities") and EGroup_CountSpawned("__Player1000Entities") > 0 then EGroup_CreateIfNotFound("eg_targettemp") EGroup_CreateIfNotFound("eg_GlobalAttackTarget") EGroup_Clear("eg_targettemp") EGroup_Clear("eg_GlobalAttackTarget") Util_GetEntitiesByBP( "__Player1000Entities", "eg_targettemp", hqbp ) if EGroup_Exists("eg_targettemp") and EGroup_Count("eg_targettemp") > 0 then EGroup_Add("eg_GlobalAttackTarget", EGroup_GetSpawnedEntityAt(EGroup_FromName("eg_targettemp"), 1)) end if EGroup_Exists("eg_GlobalAttackTarget") and EGroup_Count("eg_GlobalAttackTarget") > 0 then -- pick the first item in the egroup to attack g_GlobalAttackPos = EGroup_GetPosition("eg_GlobalAttackTarget") else -- search for another building to attack EGroup_Clear("eg_GlobalAttackTarget") local Rand = World_GetRand(1,EGroup_CountSpawned("__Player1000Entities")) EGroup_Add("eg_GlobalAttackTarget", EGroup_GetSpawnedEntityAt(EGroup_FromName("__Player1000Entities"), Rand)) g_GlobalAttackPos = EGroup_GetPosition("eg_GlobalAttackTarget") end else -- the player should lose if they have no entities left Lose() end else g_GlobalAttackPos = EGroup_GetPosition("eg_Player_HQ") end end

function Lose() if Player_HasBuildingsExcept(g_Player1, t_building_exceptions) == false then if Player_HasSquadsExcept(g_Player1, t_unit_exceptions ) == false then Rule_RemoveAll() Fade_Start(4, false) World_SetTeamWin( g_Player2, "" ) Rule_AddIntervalEx( GameOver,5,1 ) end end end

function GameOver() World_SetGameOver() end

function Commander_Research() --[[ weaken resolve = marine_librarian_research_1 word of the emperor = marine_librarian_research_2 battlecry = marine_force_commander_research_2 ]] Player_GrantResearch(g_Player2, "marine_librarian_research_1") Player_GrantResearch(g_Player2, "marine_librarian_research_2") Player_GrantResearch(g_Player2, "marine_force_commander_research_2") end

function Commander_Cooldowns() if g_LibrarianFlag == false then g_LibrarianCounter = g_LibrarianCounter + 1 if g_LibrarianCounter >= g_LibrarianCooldown then g_LibrarianFlag = true g_LibrarianCounter = 0 end end end

function Commander_Skills() g_RatchetThroughSkills = g_RatchetThroughSkills + 1 if g_RatchetThroughSkills == 1 then -- librarian --> smite (targets pos) - does dmg --> weaken resolve (req research - targets squad) - reduces morale recovery rate of a squad --> word of the emperor (req research - self) infantry continue to take dmg but dont die if g_LibrarianFlag == true then Player_GetSquads(g_Player2) SGroup_CreateIfNotFound("sg_LibrarianSkills") SGroup_Clear("sg_LibrarianSkills") Util_GetSquadsByBP("__Player1001Squads", "sg_LibrarianSkills", "space_marine_squad_librarian") if SGroup_Exists("sg_LibrarianSkills") and SGroup_Count("sg_LibrarianSkills") > 0 then if Prox_PlayerSquadsInProximityOfSquads(g_Player1, "sg_LibrarianSkills", 20, false) then SGroup_CreateIfNotFound("sg_PlayerSquadsNearLib") SGroup_CreateIfNotFound("sg_LibTempTarget") SGroup_Clear("sg_PlayerSquadsNearLib") SGroup_Clear("sg_LibTempTarget") Player_GetAllSquadsNearPos(g_Player1, "sg_PlayerSquadsNearLib", SGroup_GetPosition("sg_LibrarianSkills"), 20) -- added this sgroup count because of a potential scar crash in world_getrand(1,0) if SGroup_CountSpawned("sg_PlayerSquadsNearLib") > 0 then -- pick a random squad near the librarian SGroup_Add("sg_LibTempTarget", SGroup_GetSpawnedSquadAt("sg_PlayerSquadsNearLib",World_GetRand(1, SGroup_CountSpawned("sg_PlayerSquadsNearLib")))) local Rand = World_GetRand(1,3) if Rand == 1 then -- smite Cmd_CastAbilityPos("sg_LibrarianSkills", "marines_smite", SGroup_GetPosition("sg_LibTempTarget")) elseif Rand == 2 then -- weaken resolve Cmd_CastAbilitySGroup("sg_LibrarianSkills", "marines_weaken_resolve", "sg_LibTempTarget") elseif Rand == 3 then -- word of the emperor Cmd_CastAbilitySelf("sg_LibrarianSkills", "marines_word_of_emperer") end g_LibrarianFlag = false end end end end elseif g_RatchetThroughSkills == 2 then -- chaplain --> demoralizing shout (target squad) - reduces squad movement spd Player_GetSquads(g_Player2) SGroup_CreateIfNotFound("sg_ChaplainSkills") SGroup_Clear("sg_ChaplainSkills") Util_GetSquadsByBP("__Player1001Squads", "sg_ChaplainSkills", "space_marine_squad_chaplain") if SGroup_Exists("sg_ChaplainSkills") and SGroup_Count("sg_ChaplainSkills") > 0 then if Prox_PlayerSquadsInProximityOfSquads(g_Player1, "sg_ChaplainSkills", 20, false) then SGroup_CreateIfNotFound("sg_PlayerSquadsNearChap") SGroup_CreateIfNotFound("sg_ChaplainTempTarget") SGroup_Clear("sg_PlayerSquadsNearChap") SGroup_Clear("sg_ChaplainTempTarget") Player_GetAllSquadsNearPos(g_Player1, "sg_PlayerSquadsNearChap", SGroup_GetPosition("sg_ChaplainSkills"), 20) if SGroup_CountSpawned("sg_PlayerSquadsNearChap") > 0 then -- pick a random squad near the librarian SGroup_Add("sg_ChaplainTempTarget", SGroup_GetSpawnedSquadAt("sg_PlayerSquadsNearChap",World_GetRand(1, SGroup_CountSpawned("sg_PlayerSquadsNearChap")))) Cmd_CastAbilitySGroup("sg_ChaplainSkills", "marines_demoralize", "sg_ChaplainTempTarget") end end end elseif g_RatchetThroughSkills == 3 then -- force commander --> battlecry (req research - self) Player_GetSquads(g_Player2) SGroup_CreateIfNotFound("sg_ForceCommanderSkills") SGroup_Clear("sg_ForceCommanderSkills") Util_GetSquadsByBP("__Player1001Squads", "sg_ForceCommanderSkills", "space_marine_squad_force_commander") if SGroup_Exists("sg_ForceCommanderSkills") and SGroup_Count("sg_ForceCommanderSkills") > 0 then if Prox_PlayerSquadsInProximityOfSquads(g_Player2, "sg_ForceCommanderSkills", 35, false) then Cmd_CastAbilitySelf("sg_ForceCommanderSkills", "marines_battlecry") end end end

-- next time through reset to 0
if g_RatchetThroughSkills == 3 then
	g_RatchetThroughSkills = 0
end

end

--[[(((((((((((((IE's)))))))))))))]]

function StealPredatorTanksIE() if MetaMap_GetPlayerRaceName() == "eldar_race" then Util_StartIntel(EVENTS.IE_Eldar_StealPredatorTanks) elseif MetaMap_GetPlayerRaceName() == "guard_race" then Util_StartIntel(EVENTS.IE_IG_StealPredatorTanks) elseif MetaMap_GetPlayerRaceName() == "necron_race" then Util_StartIntel(EVENTS.IE_Necron_StealPredatorTanks) elseif MetaMap_GetPlayerRaceName() == "ork_race" then Util_StartIntel(EVENTS.IE_Ork_StealPredatorTanks) elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then Util_StartIntel(EVENTS.IE_Chaos_StealPredatorTanks) elseif MetaMap_GetPlayerRaceName() == "tau_race" then Util_StartIntel(EVENTS.IE_Tau_StealPredatorTanks) elseif MetaMap_GetPlayerRaceName() == "sisters_race" then Util_StartIntel(EVENTS.IE_Sisters_StealPredatorTanks) elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then Util_StartIntel(EVENTS.IE_DE_StealPredatorTanks) end end

function PredObjAssignedIE() if MetaMap_GetPlayerRaceName() == "eldar_race" then Util_StartIntel(EVENTS.IE_Eldar_PredatorObjAssigned) elseif MetaMap_GetPlayerRaceName() == "guard_race" then Util_StartIntel(EVENTS.IE_IG_PredatorObjAssigned) elseif MetaMap_GetPlayerRaceName() == "necron_race" then Util_StartIntel(EVENTS.IE_Necron_PredatorObjAssigned) elseif MetaMap_GetPlayerRaceName() == "ork_race" then Util_StartIntel(EVENTS.IE_Ork_PredatorObjAssigned) elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then Util_StartIntel(EVENTS.IE_Chaos_PredatorObjAssigned) elseif MetaMap_GetPlayerRaceName() == "tau_race" then Util_StartIntel(EVENTS.IE_Tau_PredatorObjAssigned) elseif MetaMap_GetPlayerRaceName() == "sisters_race" then Util_StartIntel(EVENTS.IE_Sisters_PredatorObjAssigned) elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then Util_StartIntel(EVENTS.IE_DE_PredatorObjAssigned) end end

function RhinoObjAssignedIE() if g_PlayerNearRhinoBaseIEFired == false then if MetaMap_GetPlayerRaceName() == "eldar_race" then Util_StartIntel(EVENTS.IE_Eldar_FirstRhinoKilled) elseif MetaMap_GetPlayerRaceName() == "guard_race" then Util_StartIntel(EVENTS.IE_IG_FirstRhinoKilled) elseif MetaMap_GetPlayerRaceName() == "necron_race" then Util_StartIntel(EVENTS.IE_Necron_FirstRhinoKilled) elseif MetaMap_GetPlayerRaceName() == "ork_race" then Util_StartIntel(EVENTS.IE_Ork_FirstRhinoKilled) elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then Util_StartIntel(EVENTS.IE_Chaos_FirstRhinoKilled) elseif MetaMap_GetPlayerRaceName() == "tau_race" then Util_StartIntel(EVENTS.IE_Tau_FirstRhinoKilled) elseif MetaMap_GetPlayerRaceName() == "sisters_race" then Util_StartIntel(EVENTS.IE_Sisters_FirstRhinoKilled) elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then Util_StartIntel(EVENTS.IE_DE_FirstRhinoKilled) end end end

function Taunt1() if g_TotalDropPoints == 9 then Util_StartIntel(EVENTS.IE_Taunt1 ) Rule_Remove(Taunt1) end end

function Taunt2() if g_TotalDropPoints == 6 then Rule_Remove(Taunt2) Util_StartIntel(EVENTS.IE_WhenDeepStrikesTierUp) end end

function Taunt3() if g_NumOfPredatorToSend == 2 then Util_StartIntel(EVENTS.IE_Taunt3) Rule_Remove(Taunt3) end end

function LandRaiderIE() if SGroup_Exists("sg_LandRaider"..g_LandRaiderCounter) and SGroup_Count("sg_LandRaider"..g_LandRaiderCounter) > 0 and SGroup_GetAvgHealth("sg_LandRaider"..g_LandRaiderCounter) < 1 then Rule_Remove(LandRaiderIE) Util_StartIntel(EVENTS.IE_LandRaiderSeen) end end

function MostBeaconsDeadIE() if g_TotalDropPoints <= 2 then Util_StartIntel(EVENTS.IE_MostBeaconsDead) Rule_Remove(MostBeaconsDeadIE) end end

function DamageFirstMine() for i=1,13 do if EGroup_Exists("eg_SMMine"..i) and EGroup_IsUnderAttack("eg_SMMine"..i, true) then if MetaMap_GetPlayerRaceName() == "eldar_race" then Util_StartIntel(EVENTS.IE_Eldar_DmgFirstMine) elseif MetaMap_GetPlayerRaceName() == "guard_race" then Util_StartIntel(EVENTS.IE_IG_DmgFirstMine) elseif MetaMap_GetPlayerRaceName() == "necron_race" then Util_StartIntel(EVENTS.IE_Necron_DmgFirstMine) elseif MetaMap_GetPlayerRaceName() == "ork_race" then Util_StartIntel(EVENTS.IE_Ork_DmgFirstMine) elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then Util_StartIntel(EVENTS.IE_Chaos_DmgFirstMine) elseif MetaMap_GetPlayerRaceName() == "tau_race" then Util_StartIntel(EVENTS.IE_Tau_DmgFirstMine) elseif MetaMap_GetPlayerRaceName() == "sisters_race" then Util_StartIntel(EVENTS.IE_Sisters_DmgFirstMine) elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then Util_StartIntel(EVENTS.IE_DE_DmgFirstMine) end Rule_Remove(DamageFirstMine) end end end

function PlayerNearRhinoBase() if Player_AreSquadsNearMarker(g_Player1, "mkr_tankbase2_area") then g_PlayerNearRhinoBaseIEFired = true if MetaMap_GetPlayerRaceName() == "eldar_race" then Util_StartIntel(EVENTS.IE_Eldar_PlayerNearRhinoBase) elseif MetaMap_GetPlayerRaceName() == "guard_race" then Util_StartIntel(EVENTS.IE_IG_PlayerNearRhinoBase) elseif MetaMap_GetPlayerRaceName() == "necron_race" then Util_StartIntel(EVENTS.IE_Necron_PlayerNearRhinoBase) elseif MetaMap_GetPlayerRaceName() == "ork_race" then Util_StartIntel(EVENTS.IE_Ork_PlayerNearRhinoBase) elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then Util_StartIntel(EVENTS.IE_Chaos_PlayerNearRhinoBase) elseif MetaMap_GetPlayerRaceName() == "tau_race" then Util_StartIntel(EVENTS.IE_Tau_PlayerNearRhinoBase) elseif MetaMap_GetPlayerRaceName() == "sisters_race" then Util_StartIntel(EVENTS.IE_Sisters_PlayerNearRhinoBase) elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then Util_StartIntel(EVENTS.IE_DE_PlayerNearRhinoBase) end Rule_Remove(PlayerNearRhinoBase) end end function PlayerNearMainBase() if Player_AreSquadsNearMarker(g_Player1, "mkr_mainbase_center4") then if MetaMap_GetPlayerRaceName() == "eldar_race" then Util_StartIntel(EVENTS.IE_Eldar_PlayerNearMainBase) elseif MetaMap_GetPlayerRaceName() == "guard_race" then Util_StartIntel(EVENTS.IE_IG_PlayerNearMainBase) elseif MetaMap_GetPlayerRaceName() == "necron_race" then Util_StartIntel(EVENTS.IE_Necron_PlayerNearMainBase) elseif MetaMap_GetPlayerRaceName() == "ork_race" then Util_StartIntel(EVENTS.IE_Ork_PlayerNearMainBase) elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then Util_StartIntel(EVENTS.IE_Chaos_PlayerNearMainBase) elseif MetaMap_GetPlayerRaceName() == "tau_race" then Util_StartIntel(EVENTS.IE_Tau_PlayerNearMainBase) elseif MetaMap_GetPlayerRaceName() == "sisters_race" then Util_StartIntel(EVENTS.IE_Sisters_PlayerNearMainBase) elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then Util_StartIntel(EVENTS.IE_DE_PlayerNearMainBase) end Rule_Remove(PlayerNearMainBase) end end function TwoBeaconsLeftIE() if g_TotalDropPoints == 2 then if MetaMap_GetPlayerRaceName() == "eldar_race" then Util_StartIntel(EVENTS.IE_Eldar_TwoBeaconsLeft ) elseif MetaMap_GetPlayerRaceName() == "guard_race" then Util_StartIntel(EVENTS.IE_IG_TwoBeaconsLeft ) elseif MetaMap_GetPlayerRaceName() == "necron_race" then Util_StartIntel(EVENTS.IE_Necron_TwoBeaconsLeft ) elseif MetaMap_GetPlayerRaceName() == "ork_race" then Util_StartIntel(EVENTS.IE_Ork_TwoBeaconsLeft ) elseif MetaMap_GetPlayerRaceName() == "chaos_marine_race" then Util_StartIntel(EVENTS.IE_Chaos_TwoBeaconsLeft ) elseif MetaMap_GetPlayerRaceName() == "tau_race" then Util_StartIntel(EVENTS.IE_Tau_TwoBeaconsLeft ) elseif MetaMap_GetPlayerRaceName() == "sisters_race" then Util_StartIntel(EVENTS.IE_Sisters_TwoBeaconsLeft ) elseif MetaMap_GetPlayerRaceName() == "dark_eldar_race" then Util_StartIntel(EVENTS.IE_DE_TwoBeaconsLeft ) end Rule_Remove(TwoBeaconsLeftIE ) end end