Add base failure, Nod defense to gdi05b & gdi05c
This commit is contained in:
@@ -12,8 +12,8 @@ AllToHuntTrigger =
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Silo1, Proc1, Silo2, Silo3, Silo4, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1
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}
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AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location }
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AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }
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AtkRoute1 = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, GDIBaseCenter }
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AtkRoute2 = { waypoint0, waypoint1, waypoint2, waypoint3, GDIBaseCenter }
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AutoCreateTeams =
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{
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@@ -44,27 +44,35 @@ Atk5CellTriggers =
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CPos.New(49,53), CPos.New(48,53), CPos.New(50,52), CPos.New(49,52)
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}
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GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2, GdiHarv }
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GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2 }
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GDIUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "jeep", "apc" }
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NodSams = { Sam1, Sam2, Sam3, Sam4 }
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NodAttackers = { }
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EarlyAttackTimer = 0
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MoveThenHunt = function(actors, path)
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SendAttackers = function(actors, path)
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Utils.Do(actors, function(actor)
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actor.Patrol(path, false)
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IdleHunt(actor)
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local id = #NodAttackers + 1
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NodAttackers[id] = actor
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Trigger.OnKilled(actor, function()
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NodAttackers[id] = nil
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end)
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end)
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MoveAndHunt(actors, path)
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end
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AutoCreateTeam = function()
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local team = Utils.Random(AutoCreateTeams)
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for type, count in pairs(team.types) do
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MoveThenHunt(Utils.Take(count, Nod.GetActorsByType(type)), team.route)
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SendAttackers(Utils.Take(count, Nod.GetActorsByType(type)), team.route)
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end
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Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam)
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end
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DiscoverGDIBase = function(actor, discoverer)
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DiscoverGDIBase = function(_, discoverer)
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if BaseDiscovered or not discoverer == GDI then
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return
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end
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@@ -77,28 +85,44 @@ DiscoverGDIBase = function(actor, discoverer)
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EliminateNod = AddPrimaryObjective(GDI, "eliminate-nod")
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GDI.MarkCompletedObjective(FindBase)
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-- Delay spawn to avoid wasted tiberium and enemy attention.
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if not GdiProc1.IsDead then
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local origin = GdiProc1.Location + CVec.New(2, 3)
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Reinforcements.Reinforce(GDI, { "harv" }, { origin, origin + CVec.New(-2, 0) })
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end
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end
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LoseGDIBase = function(location)
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if BaseDiscovered then
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return
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end
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GDI.MarkFailedObjective(FindBase)
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Actor.Create("camera", true, { Owner = GDI, Location = location })
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Camera.Position = Map.CenterOfCell(location)
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end
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Atk1TriggerFunction = function()
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MoveThenHunt(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1)
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MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute1)
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SendAttackers(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1)
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SendAttackers(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute1)
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end
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Atk2TriggerFunction = function()
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MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e1')), AtkRoute2)
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MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute2)
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SendAttackers(Utils.Take(3, Nod.GetActorsByType('e1')), AtkRoute2)
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SendAttackers(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute2)
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end
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Atk3TriggerFunction = function()
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MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute1)
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SendAttackers(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute1)
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end
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Atk4TriggerFunction = function()
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MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2)
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SendAttackers(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2)
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end
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Atk5TriggerFunction = function()
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MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute2)
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SendAttackers(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute2)
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end
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InsertGDIUnits = function()
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@@ -106,6 +130,78 @@ InsertGDIUnits = function()
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Reinforcements.Reinforce(GDI, GDIUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
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end
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ScheduleNodAttacks = function()
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Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction)
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Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction)
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Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction)
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Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction)
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Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id)
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if a.Owner == GDI then
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Atk5TriggerFunction()
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam)
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Trigger.AfterDelay(DateTime.Seconds(40), function()
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local delay = function() return DateTime.Seconds(30) end
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local toBuild = function() return { "e1" } end
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ProduceUnits(Nod, Hand1, delay, toBuild)
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end)
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Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, function()
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Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
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end)
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local baseDefenses = Nod.GetActorsByTypes({ "sam", "gun" })
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local pullBuildings = Utils.Concat(AllToHuntTrigger, baseDefenses)
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Utils.Do(pullBuildings, function(building)
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-- Skip the lone SAM that is not part of the Nod base.
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if building == Sam4 then
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return
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end
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Trigger.OnDamaged(building, OnNodBaseDamaged)
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end)
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end
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OnNodBaseDamaged = function(building, attacker)
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if BaseDiscovered then
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return
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end
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if EarlyAttackTimer > 0 or attacker.Owner ~= GDI then
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return
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end
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EarlyAttackTimer = DateTime.Seconds(10)
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if attacker.IsDead then
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PullAttackers(building.Location)
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return
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end
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PullAttackers(attacker.Location)
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end
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PullAttackers = function(location)
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Utils.Do(NodAttackers, function(attacker)
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if attacker.IsDead or attacker.Stance == "Defend" then
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return
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end
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-- Ignore structures.
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attacker.Stance = "Defend"
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attacker.Stop()
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attacker.AttackMove(location, 2)
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attacker.CallFunc(function()
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-- No targets nearby. Reset stance for IdleHunt.
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attacker.Stance = "AttackAnything"
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end)
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end)
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end
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WorldLoaded = function()
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GDI = Player.GetPlayer("GDI")
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AbandonedBase = Player.GetPlayer("AbandonedBase")
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@@ -119,30 +215,13 @@ WorldLoaded = function()
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DestroySAMs = AddSecondaryObjective(GDI, "destroy-sams")
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NodObjective = AddPrimaryObjective(Nod, "")
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Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction)
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Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction)
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Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction)
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Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction)
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Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id)
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if a.Owner == GDI then
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Atk5TriggerFunction()
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam)
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Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, function()
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Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.AfterDelay(DateTime.Seconds(40), function()
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local delay = function() return DateTime.Seconds(30) end
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local toBuild = function() return { "e1" } end
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ProduceUnits(Nod, Hand1, delay, toBuild)
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end)
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Trigger.OnPlayerDiscovered(AbandonedBase, DiscoverGDIBase)
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local revealCell = GdiNuke1.Location
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Trigger.OnAllKilled(GDIBase, function()
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LoseGDIBase(revealCell)
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end)
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Trigger.OnAllKilled(NodSams, function()
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GDI.MarkCompletedObjective(DestroySAMs)
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Actor.Create("airstrike.proxy", true, { Owner = GDI })
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@@ -151,6 +230,7 @@ WorldLoaded = function()
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Camera.Position = UnitsRally.CenterPosition
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InsertGDIUnits()
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ScheduleNodAttacks()
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end
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Tick = function()
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@@ -158,7 +238,12 @@ Tick = function()
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Nod.MarkCompletedObjective(NodObjective)
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end
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if BaseDiscovered and Nod.HasNoRequiredUnits() then
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if not BaseDiscovered then
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EarlyAttackTimer = EarlyAttackTimer - 1
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return
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end
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if Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(EliminateNod)
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end
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end
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@@ -567,7 +567,7 @@ Actors:
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Fact1: fact
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Location: 51,17
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Owner: Nod
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GdiNuke1: nuke
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GdiNuke2: nuke
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Location: 33,51
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Owner: AbandonedBase
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Health: 46
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@@ -576,15 +576,11 @@ Actors:
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Owner: AbandonedBase
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Health: 48
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FreeActor: False
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GdiHarv: harv
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Location: 27,55
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Owner: AbandonedBase
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Facing: 256
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GdiWeap1: weap
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Location: 35,52
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Owner: AbandonedBase
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Health: 41
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GdiNuke2: nuke
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GdiNuke1: nuke
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Location: 31,51
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Owner: AbandonedBase
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Health: 39
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@@ -611,6 +607,9 @@ Actors:
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Sam4: sam
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Location: 26,37
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Owner: Nod
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GDIBaseCenter: waypoint
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Owner: Neutral
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Location: 32,53
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Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
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@@ -18,10 +18,10 @@ ActorRemovals =
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AllToHuntTrigger = { Silo1, Proc1, Silo2, Radar1, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1 }
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AtkRoute1 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
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AtkRoute2 = { waypoint0, waypoint8, waypoint4 }
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AtkRoute3 = { waypoint0, waypoint1, waypoint2, waypoint5, waypoint6, waypoint7 }
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AtkRoute4 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11 }
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AtkRoute1 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, GDIBaseCenter }
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AtkRoute2 = { waypoint0, waypoint8, waypoint4, GDIBaseCenter }
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AtkRoute3 = { waypoint0, waypoint1, waypoint2, waypoint5, waypoint6, waypoint7, GDIBaseCenter }
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AtkRoute4 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11, GDIBaseCenter }
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AutoCreateTeams =
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{
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@@ -46,17 +46,32 @@ GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiNuke3, GdiPyle1, GdiSilo1
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GDIUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "apc", "apc" }
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GDIHarvester = { "harv" }
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NodSams = { Sam1, Sam2, Sam3 }
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NodAttackers = { }
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EarlyAttackTimer = 0
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SendAttackers = function(actors, path)
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Utils.Do(actors, function(actor)
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local id = #NodAttackers + 1
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NodAttackers[id] = actor
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Trigger.OnKilled(actor, function()
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NodAttackers[id] = nil
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end)
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end)
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MoveAndHunt(actors, path)
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end
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AutoCreateTeam = function()
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local team = Utils.Random(AutoCreateTeams)
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for type, count in pairs(team.types) do
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MoveAndHunt(Utils.Take(count, Nod.GetActorsByType(type)), team.route)
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SendAttackers(Utils.Take(count, Nod.GetActorsByType(type)), team.route)
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end
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Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay[Difficulty], AutoAtkMaxDelay[Difficulty]), AutoCreateTeam)
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end
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DiscoverGDIBase = function(actor, discoverer)
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DiscoverGDIBase = function(_, discoverer)
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if BaseDiscovered or not discoverer == GDI then
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return
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end
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@@ -76,22 +91,32 @@ DiscoverGDIBase = function(actor, discoverer)
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GDI.MarkCompletedObjective(FindBase)
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end
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LoseGDIBase = function(location)
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if BaseDiscovered then
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return
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end
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GDI.MarkFailedObjective(FindBase)
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Actor.Create("camera", true, { Owner = GDI, Location = location })
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Camera.Position = Map.CenterOfCell(location)
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end
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Atk1TriggerFunction = function()
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MoveAndHunt(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1)
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MoveAndHunt(Utils.Take(2, Nod.GetActorsByType('e3')), AtkRoute1)
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SendAttackers(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1)
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SendAttackers(Utils.Take(2, Nod.GetActorsByType('e3')), AtkRoute1)
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end
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Atk2TriggerFunction = function()
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MoveAndHunt(Utils.Take(4, Nod.GetActorsByType('e3')), AtkRoute2)
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SendAttackers(Utils.Take(4, Nod.GetActorsByType('e3')), AtkRoute2)
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end
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Atk3TriggerFunction = function()
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MoveAndHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2)
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SendAttackers(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2)
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end
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Atk4TriggerFunction = function()
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MoveAndHunt(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1)
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MoveAndHunt(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute1)
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SendAttackers(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1)
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SendAttackers(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute1)
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end
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InsertGDIUnits = function()
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@@ -99,6 +124,69 @@ InsertGDIUnits = function()
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Reinforcements.Reinforce(GDI, GDIUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
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end
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ScheduleNodAttacks = function()
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Trigger.AfterDelay(Atk1Delay[Difficulty], Atk1TriggerFunction)
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Trigger.AfterDelay(Atk2Delay[Difficulty], Atk2TriggerFunction)
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Trigger.AfterDelay(Atk3Delay[Difficulty], Atk3TriggerFunction)
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Trigger.AfterDelay(Atk4Delay[Difficulty], Atk4TriggerFunction)
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Trigger.AfterDelay(AutoAtkStartDelay[Difficulty], AutoCreateTeam)
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Trigger.OnAllKilledOrCaptured(AllToHuntTrigger, function()
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Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.AfterDelay(DateTime.Seconds(40), function()
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local delay = function() return DateTime.Seconds(30) end
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local toBuild = function() return { "e1" } end
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ProduceUnits(Nod, Hand1, delay, toBuild)
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end)
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local baseDefenses = Nod.GetActorsByTypes({ "sam", "gun" })
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local pullBuildings = Utils.Concat(AllToHuntTrigger, baseDefenses)
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Utils.Do(pullBuildings, function(building)
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Trigger.OnDamaged(building, OnNodBaseDamaged)
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end)
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end
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OnNodBaseDamaged = function(building, attacker)
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if BaseDiscovered then
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Trigger.Clear(building, "OnDamaged")
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return
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end
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if EarlyAttackTimer > 0 or attacker.Owner ~= GDI then
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return
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end
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EarlyAttackTimer = DateTime.Seconds(10)
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if attacker.IsDead then
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PullAttackers(building.Location)
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return
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end
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PullAttackers(attacker.Location)
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end
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PullAttackers = function(location)
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Utils.Do(NodAttackers, function(attacker)
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if attacker.IsDead or attacker.Stance == "Defend" then
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return
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end
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-- Ignore structures.
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attacker.Stance = "Defend"
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attacker.Stop()
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attacker.AttackMove(location, 2)
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attacker.CallFunc(function()
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-- No targets nearby. Reset stance for IdleHunt.
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attacker.Stance = "AttackAnything"
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end)
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end)
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end
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WorldLoaded = function()
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GDI = Player.GetPlayer("GDI")
|
||||
AbandonedBase = Player.GetPlayer("AbandonedBase")
|
||||
@@ -116,25 +204,13 @@ WorldLoaded = function()
|
||||
unit.Destroy()
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(Atk1Delay[Difficulty], Atk1TriggerFunction)
|
||||
Trigger.AfterDelay(Atk2Delay[Difficulty], Atk2TriggerFunction)
|
||||
Trigger.AfterDelay(Atk3Delay[Difficulty], Atk3TriggerFunction)
|
||||
Trigger.AfterDelay(Atk4Delay[Difficulty], Atk4TriggerFunction)
|
||||
|
||||
Trigger.AfterDelay(AutoAtkStartDelay[Difficulty], AutoCreateTeam)
|
||||
|
||||
Trigger.OnAllKilledOrCaptured(AllToHuntTrigger, function()
|
||||
Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(40), function()
|
||||
local delay = function() return DateTime.Seconds(30) end
|
||||
local toBuild = function() return { "e1" } end
|
||||
ProduceUnits(Nod, Hand1, delay, toBuild)
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerDiscovered(AbandonedBase, DiscoverGDIBase)
|
||||
|
||||
local revealCell = GdiRadar1.Location + CVec.New(0, 5)
|
||||
Trigger.OnAllKilled(GDIBase, function()
|
||||
LoseGDIBase(revealCell)
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(NodSams, function()
|
||||
GDI.MarkCompletedObjective(DestroySAMs)
|
||||
Actor.Create("airstrike.proxy", true, { Owner = GDI })
|
||||
@@ -143,6 +219,7 @@ WorldLoaded = function()
|
||||
Camera.Position = UnitsRally.CenterPosition
|
||||
|
||||
InsertGDIUnits()
|
||||
ScheduleNodAttacks()
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
@@ -150,7 +227,12 @@ Tick = function()
|
||||
Nod.MarkCompletedObjective(NodObjective)
|
||||
end
|
||||
|
||||
if BaseDiscovered and Nod.HasNoRequiredUnits() then
|
||||
if not BaseDiscovered then
|
||||
EarlyAttackTimer = EarlyAttackTimer - 1
|
||||
return
|
||||
end
|
||||
|
||||
if Nod.HasNoRequiredUnits() then
|
||||
GDI.MarkCompletedObjective(EliminateNod)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -764,6 +764,9 @@ Actors:
|
||||
UnitsRally: waypoint
|
||||
Location: 51,42
|
||||
Owner: Neutral
|
||||
GDIBaseCenter: waypoint
|
||||
Owner: Neutral
|
||||
Location: 29,6
|
||||
|
||||
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
|
||||
|
||||
|
||||
Reference in New Issue
Block a user