Added soviet05
This commit is contained in:
159
mods/ra/maps/soviet-05/AI.lua
Normal file
159
mods/ra/maps/soviet-05/AI.lua
Normal file
@@ -0,0 +1,159 @@
|
||||
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
|
||||
|
||||
IdlingUnits = function()
|
||||
local lazyUnits = Map.ActorsInBox(NWIdlePoint.CenterPosition, Map.BottomRight, function(actor)
|
||||
return actor.HasProperty("Hunt") and (actor.Owner == GoodGuy or actor.Owner == Greece) end)
|
||||
|
||||
Utils.Do(lazyUnits, function(unit)
|
||||
Trigger.OnDamaged(unit, function()
|
||||
Trigger.ClearAll(unit)
|
||||
Trigger.AfterDelay(0, function() IdleHunt(unit) end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
BaseBuildings = {
|
||||
{ "powr", CVec.New(3, -2), 300 },
|
||||
{ "tent", CVec.New(0, 4), 400 },
|
||||
{ "hbox", CVec.New(3, 6), 600 },
|
||||
{ "proc", CVec.New(4, 2), 1400 },
|
||||
{ "powr", CVec.New(5, -3), 300 },
|
||||
{ "weap", CVec.New(-5, 3), 2000 },
|
||||
{ "hbox", CVec.New(-6, 5), 600 },
|
||||
{ "gun", CVec.New(0, 8), 600 },
|
||||
{ "gun", CVec.New(-4, 7), 600 },
|
||||
{ "powr", CVec.New(-4, -3), 300 },
|
||||
{ "proc", CVec.New(-9, 1), 1400 },
|
||||
{ "powr", CVec.New(-8, -2), 300 },
|
||||
{ "silo", CVec.New(6, 0), 150 },
|
||||
{ "agun", CVec.New(-3, 0), 800 },
|
||||
{ "powr", CVec.New(-6, -2), 300 },
|
||||
{ "agun", CVec.New(4, 1), 800 },
|
||||
{ "gun", CVec.New(-9, 5), 600 },
|
||||
{ "gun", CVec.New(-2, -3), 600 },
|
||||
{ "powr", CVec.New(4, 6), 300 },
|
||||
{ "gun", CVec.New(3, -6), 600 },
|
||||
{ "hbox", CVec.New(3, -4), 600 },
|
||||
{ "gun", CVec.New(2, 3), 600 }
|
||||
}
|
||||
|
||||
BuildBase = function()
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
end
|
||||
|
||||
for i,v in ipairs(BaseBuildings) do
|
||||
if not v[4] then
|
||||
BuildBuilding(v)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), BuildBase)
|
||||
end
|
||||
|
||||
BuildBuilding = function(building)
|
||||
Trigger.AfterDelay(Actor.BuildTime(building[1]), function()
|
||||
local actor = Actor.Create(building[1], true, { Owner = GoodGuy, Location = MCVDeploy.Location + building[2] })
|
||||
GoodGuy.Cash = GoodGuy.Cash - building[3]
|
||||
|
||||
building[4] = true
|
||||
Trigger.OnKilled(actor, function() building[4] = false end)
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == GoodGuy and building.Health < building.MaxHealth * 3/4 then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), BuildBase)
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceInfantry = function()
|
||||
if Barr.IsDead then
|
||||
return
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
|
||||
local toBuild = { Utils.Random(AlliedInfantryTypes) }
|
||||
Greece.Build(toBuild, function(unit)
|
||||
GreeceInfAttack[#GreeceInfAttack + 1] = unit[1]
|
||||
|
||||
if #GreeceInfAttack >= 7 then
|
||||
SendUnits(GreeceInfAttack, InfantryWaypoints)
|
||||
GreeceInfAttack = { }
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
|
||||
else
|
||||
Trigger.AfterDelay(delay, ProduceInfantry)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceShips = function()
|
||||
if Shipyard.IsDead then
|
||||
return
|
||||
end
|
||||
|
||||
Greece.Build( {"dd"}, function(unit)
|
||||
Ships[#Ships + 1] = unit[1]
|
||||
|
||||
if #Ships >= 2 then
|
||||
SendUnits(Ships, ShipWaypoints)
|
||||
Ships = { }
|
||||
Trigger.AfterDelay(DateTime.Minutes(6), ProduceShips)
|
||||
else
|
||||
Trigger.AfterDelay(Actor.BuildTime("dd"), ProduceShips)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceInfantryGG = function()
|
||||
if not BaseBuildings[2][4] then
|
||||
return
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
|
||||
local toBuild = { Utils.Random(AlliedInfantryTypes) }
|
||||
GoodGuy.Build(toBuild, function(unit)
|
||||
GGInfAttack[#GGInfAttack + 1] = unit[1]
|
||||
|
||||
if #GGInfAttack >= 10 then
|
||||
SendUnits(GGInfAttack, InfantryGGWaypoints)
|
||||
GGInfAttack = { }
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantryGG)
|
||||
else
|
||||
Trigger.AfterDelay(delay, ProduceInfantryGG)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceTanksGG = function()
|
||||
if not BaseBuildings[6][4] then
|
||||
return
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
|
||||
local toBuild = { Utils.Random(AlliedTankTypes) }
|
||||
GoodGuy.Build(toBuild, function(unit)
|
||||
TankAttackGG[#TankAttackGG + 1] = unit[1]
|
||||
|
||||
if #TankAttackGG >= 6 then
|
||||
SendUnits(TankAttackGG, TanksGGWaypoints)
|
||||
TankAttackGG = { }
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), ProduceTanksGG)
|
||||
else
|
||||
Trigger.AfterDelay(delay, ProduceTanksGG)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SendUnits = function(units, waypoints)
|
||||
Utils.Do(units, function(unit)
|
||||
if not unit.IsDead then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
unit.Hunt()
|
||||
end
|
||||
end)
|
||||
end
|
||||
276
mods/ra/maps/soviet-05/main.lua
Normal file
276
mods/ra/maps/soviet-05/main.lua
Normal file
@@ -0,0 +1,276 @@
|
||||
CheckForBase = function()
|
||||
baseBuildings = Map.ActorsInBox(Map.TopLeft, CFBPoint.CenterPosition, function(actor)
|
||||
return actor.Type == "fact" or actor.Type == "powr"
|
||||
end)
|
||||
|
||||
return #baseBuildings >= 2
|
||||
end
|
||||
|
||||
CheckForCYard = function()
|
||||
ConYard = Map.ActorsInBox(mcvGGLoadPoint.CenterPosition, ReinfEastPoint.CenterPosition, function(actor)
|
||||
return actor.Type == "fact" and actor.Owner == GoodGuy
|
||||
end)
|
||||
|
||||
return #ConYard >= 1
|
||||
end
|
||||
|
||||
CheckForSPen = function()
|
||||
SPens = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
return actor.Type == "spen"
|
||||
end)
|
||||
|
||||
return #SPens >=1
|
||||
end
|
||||
|
||||
RunInitialActivities = function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Expand()
|
||||
ExpansionCheck = true
|
||||
else
|
||||
ExpansionCheck = false
|
||||
end
|
||||
|
||||
Trigger.AfterDelay(1, function()
|
||||
Harvester.FindResources()
|
||||
Helper.Destroy()
|
||||
IdlingUnits()
|
||||
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
|
||||
|
||||
local buildings = Map.ActorsInBox(NWIdlePoint.CenterPosition, Map.BottomRight, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
|
||||
Utils.Do(buildings, function(actor)
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
|
||||
Reinforcements.Reinforce(player, SovietStartReinf, SovietStartToBasePath, 0, function(soldier)
|
||||
soldier.AttackMove(SovietBasePoint.Location)
|
||||
end)
|
||||
|
||||
Actor.Create("camera", true, { Owner = player, Location = GreeceBasePoint.Location })
|
||||
Actor.Create("camera", true, { Owner = player, Location = SovietBasePoint.Location })
|
||||
|
||||
startmcv.Move(MCVStartMovePoint.Location)
|
||||
Runner1.Move(RunnerPoint.Location)
|
||||
Runner2.Move(RunnerPoint.Location)
|
||||
Runner3.Move(RunnerPoint.Location)
|
||||
|
||||
ProduceInfantry()
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), ProduceShips)
|
||||
|
||||
if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then
|
||||
Trigger.AfterDelay(DateTime.Seconds(25), ReinfInf)
|
||||
end
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), ReinfInf)
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), BringDDPatrol2)
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), ReinfInf)
|
||||
Trigger.AfterDelay(DateTime.Minutes(6), BringDDPatrol1)
|
||||
end
|
||||
|
||||
Expand = function()
|
||||
if ExpansionCheck then
|
||||
return
|
||||
elseif mcvtransport.IsDead then
|
||||
return
|
||||
elseif mcvGG.IsDead then
|
||||
return
|
||||
end
|
||||
|
||||
mcvGG.Move(mcvGGLoadPoint.Location)
|
||||
mcvtransport.Move(lstBeachPoint.Location)
|
||||
|
||||
Reinforcements.Reinforce(GoodGuy, { "dd", "dd" }, ShipArrivePath, 0, function(ddsquad)
|
||||
ddsquad.AttackMove(NearExpPoint.Location) end)
|
||||
|
||||
ExpansionCheck = true
|
||||
Trigger.ClearAll(mcvGG)
|
||||
Trigger.ClearAll(mcvtransport)
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
if mcvtransport.IsDead then
|
||||
return
|
||||
elseif mcvGG.IsDead then
|
||||
return
|
||||
end
|
||||
|
||||
mcvGG.IsInWorld = false
|
||||
mcvtransport.LoadPassenger(mcvGG)
|
||||
mcvtransport.Move(GGUnloadPoint.Location)
|
||||
mcvtransport.UnloadPassengers()
|
||||
Trigger.AfterDelay(DateTime.Seconds(12), function()
|
||||
if mcvGG.IsDead then
|
||||
return
|
||||
end
|
||||
|
||||
mcvGG.Move(MCVDeploy.Location)
|
||||
Trigger.AfterDelay(DateTime.Seconds(4), function()
|
||||
if not mcvGG.IsDead then
|
||||
mcvGG.Deploy()
|
||||
Trigger.AfterDelay(DateTime.Seconds(4), function()
|
||||
local fact = Map.ActorsInBox(mcvGGLoadPoint.CenterPosition, ReinfEastPoint.CenterPosition, function(actor)
|
||||
return actor.Type == "fact" and actor.Owner == GoodGuy end)
|
||||
if #fact == 0 then
|
||||
return
|
||||
else
|
||||
Trigger.OnDamaged(fact[1], function()
|
||||
if fact[1].Owner == GoodGuy and fact[1].Health < fact[1].MaxHealth * 3/4 then
|
||||
fact[1].StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
IslandTroops1()
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
|
||||
Trigger.AfterDelay(DateTime.Minutes(6), IslandTroops3)
|
||||
Trigger.AfterDelay(DateTime.Seconds(7), BuildBase)
|
||||
end
|
||||
|
||||
if not mcvtransport.IsDead then
|
||||
mcvtransport.Move(ReinfNorthPoint.Location)
|
||||
mcvtransport.Destroy()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if Greece.HasNoRequiredUnits() and GoodGuy.HasNoRequiredUnits() then
|
||||
player.MarkCompletedObjective(KillAll)
|
||||
player.MarkCompletedObjective(HoldObjective)
|
||||
end
|
||||
|
||||
if player.HasNoRequiredUnits() then
|
||||
GoodGuy.MarkCompletedObjective(BeatUSSR)
|
||||
end
|
||||
|
||||
if Greece.Resources >= Greece.ResourceCapacity * 0.75 then
|
||||
Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25
|
||||
Greece.Resources = Greece.ResourceCapacity * 0.25
|
||||
end
|
||||
|
||||
if GoodGuy.Resources >= GoodGuy.ResourceCapacity * 0.75 then
|
||||
GoodGuy.Cash = GoodGuy.Cash + GoodGuy.Resources - GoodGuy.ResourceCapacity * 0.25
|
||||
GoodGuy.Resources = GoodGuy.ResourceCapacity * 0.25
|
||||
end
|
||||
|
||||
if not baseEstablished and CheckForBase() then
|
||||
baseEstablished = true
|
||||
Para()
|
||||
end
|
||||
|
||||
if not SPenEstablished and CheckForSPen() then
|
||||
SPenEstablished = true
|
||||
|
||||
local units = Reinforcements.ReinforceWithTransport(Greece, "lst", ArtyReinf, SouthReinfPath, { ReinfEastPoint.Location })[2]
|
||||
Utils.Do(units, function(unit) IdleHunt(unit) end)
|
||||
if not ExpansionCheck then
|
||||
Expand()
|
||||
ExpansionCheck = true
|
||||
end
|
||||
end
|
||||
|
||||
if not RCheck then
|
||||
RCheck = true
|
||||
if Map.Difficulty == "Easy" and ReinfCheck then
|
||||
Trigger.AfterDelay(DateTime.Minutes(6), ReinfArmor)
|
||||
elseif Map.Difficulty == "Medium" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), ReinfArmor)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), ReinfArmor)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("USSR")
|
||||
GoodGuy = Player.GetPlayer("GoodGuy")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
|
||||
RunInitialActivities()
|
||||
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
Trigger.OnObjectiveCompleted(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
Media.PlaySpeechNotification(player, "ObjectiveMet")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
CaptureObjective = player.AddPrimaryObjective("Capture the Radar Dome.")
|
||||
KillAll = player.AddPrimaryObjective("Defeat the Allied forces.")
|
||||
BeatUSSR = GoodGuy.AddPrimaryObjective("Defeat the Soviet forces.")
|
||||
|
||||
Trigger.OnDamaged(mcvGG, Expand)
|
||||
Trigger.OnDamaged(mcvtransport, Expand)
|
||||
|
||||
Trigger.OnKilled(Radar, function()
|
||||
player.MarkFailedObjective(CaptureObjective)
|
||||
end)
|
||||
|
||||
Trigger.OnCapture(Radar, function(self, captor)
|
||||
if captor.Owner ~= player then
|
||||
return
|
||||
end
|
||||
|
||||
HoldObjective = player.AddPrimaryObjective("Defend the Radar Dome.")
|
||||
player.MarkCompletedObjective(CaptureObjective)
|
||||
|
||||
if not ExpansionCheck then
|
||||
Expand()
|
||||
ExpansionCheck = true
|
||||
end
|
||||
|
||||
Reinforcements.Reinforce(Greece, ArmorReinfGreece, AlliedCrossroadsToRadarPath , 0, function(soldier)
|
||||
soldier.Hunt()
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(1, function()
|
||||
local newRadar = Actor.Create("dome", true, { Owner = player, Location = Radar.Location })
|
||||
newRadar.Health = Radar.Health
|
||||
Radar.Destroy()
|
||||
Trigger.OnKilled(newRadar, function()
|
||||
player.MarkFailedObjective(HoldObjective)
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WRange.New(4 * 1024), function(unit, id)
|
||||
if unit.Owner == player and Radar.Owner == player then
|
||||
Trigger.RemoveProximityTrigger(id)
|
||||
|
||||
Para2()
|
||||
ProduceInfantryGG()
|
||||
ProduceTanksGG()
|
||||
|
||||
local units = Reinforcements.ReinforceWithTransport(player, "lst", SovietMCVReinf, { ReinfSouthPoint.Location, USSRlstPoint.Location }, { ReinfSouthPoint.Location })[2]
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnAddedToWorld(unit, function()
|
||||
if unit.Type == "mcv" then
|
||||
unit.Move(USSRExpansionPoint.Location)
|
||||
else
|
||||
unit.AttackMove(USSRExpansionPoint.Location)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
Camera.Position = StartCamPoint.CenterPosition
|
||||
end
|
||||
BIN
mods/ra/maps/soviet-05/map.bin
Normal file
BIN
mods/ra/maps/soviet-05/map.bin
Normal file
Binary file not shown.
BIN
mods/ra/maps/soviet-05/map.png
Normal file
BIN
mods/ra/maps/soviet-05/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
744
mods/ra/maps/soviet-05/map.yaml
Normal file
744
mods/ra/maps/soviet-05/map.yaml
Normal file
@@ -0,0 +1,744 @@
|
||||
MapFormat: 7
|
||||
|
||||
RequiresMod: ra
|
||||
|
||||
Title: Soviet 05: Distant Thunder
|
||||
|
||||
Description: Khalkis island contains a large quantity of ore that we need.\n\nThe Allies are well aware of our plans, and intend to establish their own base there. See to it that they fail.\n\nIn addition, capture their radar center so we can track Allied activity in this area.
|
||||
|
||||
Author: Westwood Studios
|
||||
|
||||
Tileset: TEMPERAT
|
||||
|
||||
MapSize: 128,128
|
||||
|
||||
Bounds: 20,42,90,50
|
||||
|
||||
Visibility: MissionSelector
|
||||
|
||||
Type: Campaign
|
||||
|
||||
Videos:
|
||||
Briefing: soviet5.vqa
|
||||
GameStart: double.vqa
|
||||
GameWon: strafe.vqa
|
||||
GameLost: sovbatl.vqa
|
||||
|
||||
Options:
|
||||
Crates: False
|
||||
Fog: True
|
||||
Shroud: True
|
||||
AllyBuildRadius: False
|
||||
FragileAlliances: False
|
||||
StartingCash: 5000
|
||||
TechLevel: Medium
|
||||
ConfigurableStartingUnits: False
|
||||
Difficulties: Easy, Normal, Hard
|
||||
ShortGame: False
|
||||
|
||||
Players:
|
||||
PlayerReference@Neutral:
|
||||
Name: Neutral
|
||||
OwnsWorld: True
|
||||
NonCombatant: True
|
||||
Race: england
|
||||
PlayerReference@Creeps:
|
||||
Name: Creeps
|
||||
NonCombatant: True
|
||||
Race: england
|
||||
PlayerReference@Greece:
|
||||
Name: Greece
|
||||
Race: allies
|
||||
ColorRamp: 161,134,236
|
||||
Allies: GoodGuy
|
||||
Enemies: USSR
|
||||
PlayerReference@USSR:
|
||||
Name: USSR
|
||||
Race: soviet
|
||||
Playable: True
|
||||
AllowBots: False
|
||||
Required: True
|
||||
LockRace: True
|
||||
LockColor: True
|
||||
ColorRamp: 3,255,127
|
||||
LockSpawn: True
|
||||
LockTeam: True
|
||||
Enemies: Greece, GoodGuy
|
||||
PlayerReference@GoodGuy:
|
||||
Name: GoodGuy
|
||||
Race: allies
|
||||
ColorRamp: 161,134,236
|
||||
Allies: Greece
|
||||
Enemies: USSR
|
||||
|
||||
Actors:
|
||||
Actor0: sbag
|
||||
Location: 60,42
|
||||
Owner: Neutral
|
||||
Actor1: sbag
|
||||
Location: 61,42
|
||||
Owner: Neutral
|
||||
Actor2: sbag
|
||||
Location: 60,43
|
||||
Owner: Neutral
|
||||
Actor3: sbag
|
||||
Location: 60,44
|
||||
Owner: Neutral
|
||||
Actor4: sbag
|
||||
Location: 60,48
|
||||
Owner: Neutral
|
||||
Actor5: sbag
|
||||
Location: 60,49
|
||||
Owner: Neutral
|
||||
Actor6: sbag
|
||||
Location: 60,50
|
||||
Owner: Neutral
|
||||
Actor7: sbag
|
||||
Location: 61,50
|
||||
Owner: Neutral
|
||||
Actor8: tc01
|
||||
Location: 33,41
|
||||
Owner: Neutral
|
||||
Actor9: tc03
|
||||
Location: 20,52
|
||||
Owner: Neutral
|
||||
Actor10: tc02
|
||||
Location: 24,62
|
||||
Owner: Neutral
|
||||
Actor11: t06
|
||||
Location: 62,84
|
||||
Owner: Neutral
|
||||
Actor12: t07
|
||||
Location: 85,78
|
||||
Owner: Neutral
|
||||
Actor13: t14
|
||||
Location: 84,77
|
||||
Owner: Neutral
|
||||
Actor14: t12
|
||||
Location: 95,77
|
||||
Owner: Neutral
|
||||
Actor15: t07
|
||||
Location: 78,77
|
||||
Owner: Neutral
|
||||
Actor16: t02
|
||||
Location: 81,74
|
||||
Owner: Neutral
|
||||
Actor17: t16
|
||||
Location: 46,79
|
||||
Owner: Neutral
|
||||
Actor18: tc03
|
||||
Location: 47,78
|
||||
Owner: Neutral
|
||||
Actor19: t10
|
||||
Location: 45,78
|
||||
Owner: Neutral
|
||||
Actor20: t14
|
||||
Location: 45,77
|
||||
Owner: Neutral
|
||||
Actor21: t17
|
||||
Location: 45,76
|
||||
Owner: Neutral
|
||||
Actor22: t08
|
||||
Location: 60,83
|
||||
Owner: Neutral
|
||||
Actor23: t17
|
||||
Location: 81,71
|
||||
Owner: Neutral
|
||||
Actor24: tc02
|
||||
Location: 45,48
|
||||
Owner: Neutral
|
||||
Actor25: tc01
|
||||
Location: 32,90
|
||||
Owner: Neutral
|
||||
Actor26: tc03
|
||||
Location: 33,89
|
||||
Owner: Neutral
|
||||
Actor27: tc05
|
||||
Location: 20,83
|
||||
Owner: Neutral
|
||||
Actor28: t11
|
||||
Location: 25,88
|
||||
Owner: Neutral
|
||||
Actor29: t17
|
||||
Location: 20,90
|
||||
Owner: Neutral
|
||||
Actor30: tc01
|
||||
Location: 24,90
|
||||
Owner: Neutral
|
||||
Actor31: tc04
|
||||
Location: 23,89
|
||||
Owner: Neutral
|
||||
Actor32: tc05
|
||||
Location: 20,89
|
||||
Owner: Neutral
|
||||
Actor33: t01
|
||||
Location: 28,47
|
||||
Owner: Neutral
|
||||
Actor34: t05
|
||||
Location: 24,42
|
||||
Owner: Neutral
|
||||
Actor35: tc04
|
||||
Location: 36,54
|
||||
Owner: Neutral
|
||||
Actor36: tc01
|
||||
Location: 36,51
|
||||
Owner: Neutral
|
||||
Actor37: tc02
|
||||
Location: 61,42
|
||||
Owner: Neutral
|
||||
Actor38: tc02
|
||||
Location: 63,70
|
||||
Owner: Neutral
|
||||
Actor39: t12
|
||||
Location: 73,79
|
||||
Owner: Neutral
|
||||
Actor40: tc03
|
||||
Location: 82,64
|
||||
Owner: Neutral
|
||||
Actor41: t03
|
||||
Location: 46,58
|
||||
Owner: Neutral
|
||||
Actor42: tc05
|
||||
Location: 57,50
|
||||
Owner: Neutral
|
||||
Actor43: t16
|
||||
Location: 59,41
|
||||
Owner: Neutral
|
||||
Actor44: tc01
|
||||
Location: 56,51
|
||||
Owner: Neutral
|
||||
Actor45: t11
|
||||
Location: 47,48
|
||||
Owner: Neutral
|
||||
Actor46: t05
|
||||
Location: 51,48
|
||||
Owner: Neutral
|
||||
Actor47: mine
|
||||
Location: 27,48
|
||||
Owner: Neutral
|
||||
Actor48: t01
|
||||
Location: 71,81
|
||||
Owner: Neutral
|
||||
Actor49: t02
|
||||
Location: 71,82
|
||||
Owner: Neutral
|
||||
Actor50: t02
|
||||
Location: 81,61
|
||||
Owner: Neutral
|
||||
Actor51: t03
|
||||
Location: 80,57
|
||||
Owner: Neutral
|
||||
Actor52: t05
|
||||
Location: 80,58
|
||||
Owner: Neutral
|
||||
Actor53: tc01
|
||||
Location: 78,61
|
||||
Owner: Neutral
|
||||
Actor54: agun
|
||||
Location: 73,45
|
||||
Owner: Greece
|
||||
Actor55: gun
|
||||
Location: 69,49
|
||||
Owner: Greece
|
||||
Facing: 32
|
||||
Radar: dome.ignore
|
||||
Location: 70,45
|
||||
Owner: Greece
|
||||
Actor57: fact
|
||||
Location: 67,42
|
||||
Owner: Greece
|
||||
Actor58: powr
|
||||
Location: 74,47
|
||||
Owner: Greece
|
||||
Actor59: brl3
|
||||
Location: 66,42
|
||||
Owner: Greece
|
||||
Actor60: brl3
|
||||
Location: 71,42
|
||||
Owner: Greece
|
||||
Actor61: brl3
|
||||
Location: 71,43
|
||||
Owner: Greece
|
||||
Actor62: brl3
|
||||
Location: 76,43
|
||||
Owner: Greece
|
||||
Actor63: barl
|
||||
Location: 71,44
|
||||
Owner: Greece
|
||||
Actor64: brl3
|
||||
Location: 73,47
|
||||
Owner: Greece
|
||||
Actor65: barl
|
||||
Location: 66,43
|
||||
Owner: Greece
|
||||
Actor66: brl3
|
||||
Location: 70,42
|
||||
Owner: Greece
|
||||
Actor67: gun
|
||||
Location: 61,44
|
||||
Owner: Greece
|
||||
Facing: 192
|
||||
Actor68: gun
|
||||
Location: 61,48
|
||||
Owner: Greece
|
||||
Facing: 160
|
||||
Actor69: agun
|
||||
Location: 68,46
|
||||
Owner: Greece
|
||||
Actor70: proc
|
||||
Location: 63,42
|
||||
Owner: Greece
|
||||
FreeActor: False
|
||||
Barr: tent
|
||||
Location: 63,47
|
||||
Owner: Greece
|
||||
Shipyard: syrd
|
||||
Location: 78,48
|
||||
Owner: Greece
|
||||
Actor73: powr
|
||||
Location: 74,42
|
||||
Owner: Greece
|
||||
Actor74: powr
|
||||
Location: 72,42
|
||||
Owner: Greece
|
||||
Actor75: powr
|
||||
Location: 72,48
|
||||
Owner: Greece
|
||||
startmcv: mcv
|
||||
Location: 22,80
|
||||
Owner: USSR
|
||||
Facing: 192
|
||||
Actor77: 2tnk
|
||||
Location: 59,43
|
||||
Owner: Greece
|
||||
Facing: 32
|
||||
TurretFacing: 32
|
||||
Actor78: 1tnk
|
||||
Location: 58,48
|
||||
Owner: Greece
|
||||
Facing: 32
|
||||
TurretFacing: 32
|
||||
Actor79: 1tnk
|
||||
Location: 57,44
|
||||
Owner: Greece
|
||||
Facing: 96
|
||||
TurretFacing: 96
|
||||
Actor80: 1tnk
|
||||
Location: 67,49
|
||||
Owner: Greece
|
||||
Facing: 224
|
||||
TurretFacing: 224
|
||||
Harvester: harv
|
||||
Location: 45,45
|
||||
Owner: Greece
|
||||
Facing: 96
|
||||
mcvGG: mcv
|
||||
Location: 75,46
|
||||
Owner: GoodGuy
|
||||
Facing: 192
|
||||
Actor83: 1tnk
|
||||
Location: 43,47
|
||||
Owner: Greece
|
||||
Facing: 224
|
||||
TurretFacing: 64
|
||||
Actor84: e1
|
||||
Location: 61,45
|
||||
Owner: Greece
|
||||
Facing: 160
|
||||
SubCell: 1
|
||||
Actor85: e1
|
||||
Location: 62,46
|
||||
Owner: Greece
|
||||
Facing: 160
|
||||
SubCell: 0
|
||||
Actor86: e1
|
||||
Location: 61,49
|
||||
Owner: Greece
|
||||
Facing: 224
|
||||
SubCell: 2
|
||||
Runner1: e1
|
||||
Location: 25,75
|
||||
Owner: GoodGuy
|
||||
SubCell: 0
|
||||
Runner2: e1
|
||||
Location: 25,76
|
||||
Owner: GoodGuy
|
||||
SubCell: 2
|
||||
Runner3: e1
|
||||
Location: 26,75
|
||||
Owner: GoodGuy
|
||||
SubCell: 0
|
||||
Actor90: e1
|
||||
Location: 64,49
|
||||
Owner: Greece
|
||||
Facing: 96
|
||||
SubCell: 2
|
||||
Actor91: e3
|
||||
Location: 66,44
|
||||
Owner: Greece
|
||||
Facing: 160
|
||||
SubCell: 4
|
||||
Actor92: e3
|
||||
Location: 63,49
|
||||
Owner: Greece
|
||||
Facing: 160
|
||||
SubCell: 4
|
||||
Actor93: e1
|
||||
Location: 58,46
|
||||
Owner: Greece
|
||||
Facing: 160
|
||||
SubCell: 2
|
||||
Actor94: e1
|
||||
Location: 60,48
|
||||
Owner: Greece
|
||||
SubCell: 2
|
||||
Actor96: e3
|
||||
Location: 41,45
|
||||
Owner: Greece
|
||||
SubCell: 4
|
||||
Facing: 64
|
||||
TurretFacing: 128
|
||||
Actor97: e3
|
||||
Location: 41,44
|
||||
Owner: Greece
|
||||
SubCell: 1
|
||||
Facing: 96
|
||||
TurretFacing: 160
|
||||
Actor98: e3
|
||||
Location: 40,45
|
||||
Owner: Greece
|
||||
SubCell: 4
|
||||
Facing: 64
|
||||
TurretFacing: 160
|
||||
Actor99: e3
|
||||
Location: 40,43
|
||||
Owner: Greece
|
||||
SubCell: 1
|
||||
Facing: 96
|
||||
TurretFacing: 160
|
||||
Actor100: e1
|
||||
Location: 39,45
|
||||
Owner: Greece
|
||||
Facing: 160
|
||||
SubCell: 0
|
||||
Actor101: e1
|
||||
Location: 39,44
|
||||
Owner: Greece
|
||||
SubCell: 1
|
||||
Facing: 96
|
||||
TurretFacing: 192
|
||||
Minelayer: mnly.at
|
||||
Owner: GoodGuy
|
||||
Location: 67,45
|
||||
Facing: 92
|
||||
Actor166: pt
|
||||
Owner: GoodGuy
|
||||
Location: 67,54
|
||||
Facing: 92
|
||||
TurretFacing: 92
|
||||
Actor167: pt
|
||||
Owner: GoodGuy
|
||||
Location: 67,59
|
||||
Facing: 60
|
||||
TurretFacing: 60
|
||||
Actor168: pt
|
||||
Owner: GoodGuy
|
||||
Location: 83,56
|
||||
Facing: 28
|
||||
TurretFacing: 28
|
||||
Actor169: pt
|
||||
Owner: GoodGuy
|
||||
Location: 83,51
|
||||
Facing: 92
|
||||
TurretFacing: 92
|
||||
mcvtransport: lst
|
||||
Owner: GoodGuy
|
||||
Location: 80,45
|
||||
Facing: 92
|
||||
Actor171: dd
|
||||
Owner: GoodGuy
|
||||
Location: 91,51
|
||||
Facing: 28
|
||||
TurretFacing: 28
|
||||
Actor172: dd
|
||||
Owner: GoodGuy
|
||||
Location: 84,44
|
||||
Facing: 92
|
||||
TurretFacing: 92
|
||||
Actor173: dd
|
||||
Owner: GoodGuy
|
||||
Location: 96,44
|
||||
Facing: 92
|
||||
TurretFacing: 92
|
||||
Actor174: pt
|
||||
Owner: GoodGuy
|
||||
Location: 96,51
|
||||
Facing: 92
|
||||
TurretFacing: 92
|
||||
Actor175: dd
|
||||
Owner: GoodGuy
|
||||
Location: 101,49
|
||||
Facing: 60
|
||||
TurretFacing: 60
|
||||
Actor176: pt
|
||||
Owner: GoodGuy
|
||||
Location: 107,70
|
||||
Facing: 188
|
||||
TurretFacing: 188
|
||||
Actor177: pt
|
||||
Owner: GoodGuy
|
||||
Location: 58,89
|
||||
Facing: 60
|
||||
TurretFacing: 60
|
||||
Helper: proc
|
||||
Owner: Greece
|
||||
Location: 42,42
|
||||
FreeActor: False
|
||||
Actor181: mine
|
||||
Owner: Neutral
|
||||
Location: 63,65
|
||||
Actor182: mine
|
||||
Owner: Neutral
|
||||
Location: 81,78
|
||||
StartPoint: waypoint
|
||||
Location: 20,80
|
||||
Owner: Neutral
|
||||
SovietBasePoint: waypoint
|
||||
Location: 24,77
|
||||
Owner: Neutral
|
||||
MCVStartMovePoint: waypoint
|
||||
Location: 28,76
|
||||
Owner: Neutral
|
||||
CrossroadPoint: waypoint
|
||||
Location: 52,46
|
||||
Owner: Neutral
|
||||
GreeceBaseEPoint: waypoint
|
||||
Location: 60,46
|
||||
Owner: Neutral
|
||||
NReinfPathPoint1: waypoint
|
||||
Location: 107,68
|
||||
Owner: Neutral
|
||||
SReinfPathPoint1: waypoint
|
||||
Location: 100,81
|
||||
Owner: Neutral
|
||||
SReinfPathPoint2: waypoint
|
||||
Location: 83,90
|
||||
Owner: Neutral
|
||||
NearExpPoint: waypoint
|
||||
Location: 94,49
|
||||
Owner: Neutral
|
||||
CoastGuardPoint: waypoint
|
||||
Location: 96,56
|
||||
Owner: Neutral
|
||||
MCVDeploy: waypoint
|
||||
Location: 96,60
|
||||
Owner: Neutral
|
||||
ReinfSouthPoint: waypoint
|
||||
Location: 44,91
|
||||
Owner: Neutral
|
||||
WIslandPoint: waypoint
|
||||
Location: 41,61
|
||||
Owner: Neutral
|
||||
NearDockPoint: waypoint
|
||||
Location: 85,46
|
||||
Owner: Neutral
|
||||
SReinfPathPoint4: waypoint
|
||||
Location: 58,88
|
||||
Owner: Neutral
|
||||
PatrolPoint1: waypoint
|
||||
Location: 91,69
|
||||
Owner: Neutral
|
||||
PatrolPoint4: waypoint
|
||||
Location: 73,70
|
||||
Owner: Neutral
|
||||
SReinfPathPoint3: waypoint
|
||||
Location: 69,90
|
||||
Owner: Neutral
|
||||
PatrolPoint2: waypoint
|
||||
Location: 89,80
|
||||
Owner: Neutral
|
||||
BetweenBasesPoint: waypoint
|
||||
Location: 78,73
|
||||
Owner: Neutral
|
||||
PatrolPoint3: waypoint
|
||||
Location: 78,80
|
||||
Owner: Neutral
|
||||
USSRExpansionPoint: waypoint
|
||||
Location: 56,77
|
||||
Owner: Neutral
|
||||
PrepGGArmyPoint: waypoint
|
||||
Location: 71,74
|
||||
Owner: Neutral
|
||||
ReinfNorthPoint: waypoint
|
||||
Location: 81,42
|
||||
Owner: Neutral
|
||||
ReinfEastPoint: waypoint
|
||||
Location: 109,75
|
||||
Owner: Neutral
|
||||
NWOrefieldPoint: waypoint
|
||||
Location: 32,49
|
||||
Owner: Neutral
|
||||
AtUSSRBasePoint: waypoint
|
||||
Location: 27,61
|
||||
Owner: Neutral
|
||||
DDAttackPoint: waypoint
|
||||
Location: 40,78
|
||||
Owner: Neutral
|
||||
RunnerPoint: waypoint
|
||||
Location: 28,50
|
||||
Owner: Neutral
|
||||
USSRlstPoint: waypoint
|
||||
Location: 48,83
|
||||
Owner: Neutral
|
||||
CFBPoint: waypoint
|
||||
Location: 42,90
|
||||
Owner: Neutral
|
||||
GreeceBasePoint: waypoint
|
||||
Location: 69,46
|
||||
Owner: Neutral
|
||||
ReinfRoadPoint: waypoint
|
||||
Location: 52,42
|
||||
Owner: Neutral
|
||||
NWIdlePoint: waypoint
|
||||
Location: 38,42
|
||||
Owner: Neutral
|
||||
EIslandPoint: waypoint
|
||||
Location: 51,58
|
||||
Owner: Neutral
|
||||
mcvGGLoadPoint: waypoint
|
||||
Location: 77,45
|
||||
Owner: Neutral
|
||||
lstBeachPoint: waypoint
|
||||
Location: 78,45
|
||||
Owner: Neutral
|
||||
GGUnloadPoint: waypoint
|
||||
Location: 94,54
|
||||
Owner: Neutral
|
||||
ParaPoint: waypoint
|
||||
Location: 29,75
|
||||
Owner: Neutral
|
||||
StartCamPoint: waypoint
|
||||
Location: 21,80
|
||||
Owner: Neutral
|
||||
Smudges:
|
||||
|
||||
Rules:
|
||||
Player:
|
||||
-ConquestVictoryConditions:
|
||||
-EnemyWatcher:
|
||||
MissionObjectives:
|
||||
EarlyGameOver: true
|
||||
World:
|
||||
-CrateSpawner:
|
||||
-SpawnMPUnits:
|
||||
-MPStartLocations:
|
||||
LuaScript:
|
||||
Scripts: main.lua, AI.lua, reinforcements_teams.lua
|
||||
ObjectivesPanel:
|
||||
PanelName: MISSION_OBJECTIVES
|
||||
^Infantry:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Tank:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
Demolishable:
|
||||
^Vehicle:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
Demolishable:
|
||||
^Building:
|
||||
Capturable:
|
||||
CaptureThreshold: 0.25
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^TechBuilding:
|
||||
Capturable:
|
||||
Type: ~disabled
|
||||
^Wall:
|
||||
Tooltip:
|
||||
ShowOwnerRow: false
|
||||
^Ship:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Plane:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Husk:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy, Ally, Neutral
|
||||
GenericStancePrefix: false
|
||||
ShowOwnerRow: false
|
||||
^Crate:
|
||||
Tooltip:
|
||||
ShowOwnerRow: false
|
||||
TSLA:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
SAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
APWR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
BRIK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
E3:
|
||||
Buildable:
|
||||
Prerequisites: ~tent
|
||||
E4:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
HIJACKER:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
SPY:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
MECH:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
FTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
TRUK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
APC:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
DOME.IGNORE:
|
||||
Inherits: DOME
|
||||
RenderBuilding:
|
||||
Image: DOME
|
||||
AutoTargetIgnore:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
powerproxy.paratroopers:
|
||||
ParatroopersPower:
|
||||
DropItems: E1,E1,E1,E1,E1
|
||||
|
||||
Sequences:
|
||||
|
||||
VoxelSequences:
|
||||
|
||||
Weapons:
|
||||
|
||||
Voices:
|
||||
|
||||
Notifications:
|
||||
|
||||
Translations:
|
||||
168
mods/ra/maps/soviet-05/reinforcements_teams.lua
Normal file
168
mods/ra/maps/soviet-05/reinforcements_teams.lua
Normal file
@@ -0,0 +1,168 @@
|
||||
SovietStartReinf = { "e2", "e2" }
|
||||
SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
|
||||
SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" }
|
||||
SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" }
|
||||
|
||||
if Map.Difficulty == "Easy" then
|
||||
ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
|
||||
else
|
||||
ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
|
||||
end
|
||||
InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" }
|
||||
CrossroadsReinfPath = { ReinfRoadPoint.Location }
|
||||
ArtyReinf = { "e3", "e3", "e3", "arty", "arty" }
|
||||
CoastGuardReinf = { "e1", "e1", "e3", "e1", "e3" }
|
||||
DDPatrol1 = { "dd", "dd", "dd" }
|
||||
DDPatrol1Path = { EIslandPoint.Location, WIslandPoint.Location, DDAttackPoint.Location, SReinfPathPoint4.Location, DDAttackPoint.Location, WIslandPoint.Location, EIslandPoint.Location, NearDockPoint.Location }
|
||||
DDPatrol2 = { "dd", "dd" }
|
||||
DDPatrol2Path = { NReinfPathPoint1.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint1.Location, NReinfPathPoint1.Location, NearDockPoint.Location }
|
||||
ShipArrivePath = { ReinfNorthPoint.Location, NearDockPoint.Location }
|
||||
|
||||
AlliedInfantryTypes = { "e1", "e3" }
|
||||
AlliedTankTypes = { "jeep", "1tnk" }
|
||||
AlliedAttackPath = { GreeceBaseEPoint.Location, CrossroadPoint.Location, NWOrefieldPoint.Location, AtUSSRBasePoint.Location }
|
||||
AlliedCrossroadsToRadarPath = { ReinfRoadPoint.Location, CrossroadPoint.Location, GreeceBaseEPoint.Location, GreeceBasePoint.Location }
|
||||
SouthReinfPath = { ReinfEastPoint.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint3.Location, SReinfPathPoint4.Location, USSRlstPoint.Location }
|
||||
NorthReinfPath = { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }
|
||||
GoodGuyOrefieldPatrolPath = { PatrolPoint1.Location, PatrolPoint2.Location, PatrolPoint3.Location, PatrolPoint4.Location }
|
||||
|
||||
Ships = { }
|
||||
GreeceInfAttack = { }
|
||||
GGInfAttack = { }
|
||||
TankAttackGG = { }
|
||||
|
||||
ShipWaypoints = { EIslandPoint, WIslandPoint, DDAttackPoint }
|
||||
InfantryWaypoints = { CrossroadPoint, NWOrefieldPoint, AtUSSRBasePoint, SovietBasePoint }
|
||||
InfantryGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
|
||||
TanksGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
|
||||
|
||||
Para = function()
|
||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||
local units = powerproxy.SendParatroopers(ParaPoint.CenterPosition, false, 28)
|
||||
powerproxy.Destroy()
|
||||
end
|
||||
|
||||
Para2 = function()
|
||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||
local units = powerproxy.SendParatroopers(USSRExpansionPoint.CenterPosition, false, 28)
|
||||
powerproxy.Destroy()
|
||||
end
|
||||
|
||||
ReinfInf = function()
|
||||
Reinforcements.Reinforce(Greece, InfantryReinfGreece, CrossroadsReinfPath, 0, function(soldier)
|
||||
soldier.Hunt()
|
||||
end)
|
||||
end
|
||||
|
||||
ReinfArmor = function()
|
||||
RCheck = false
|
||||
Reinforcements.Reinforce(Greece, ArmorReinfGreece, CrossroadsReinfPath, 0, function(soldier)
|
||||
soldier.Hunt()
|
||||
end)
|
||||
end
|
||||
|
||||
IslandTroops1 = function()
|
||||
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", CoastGuardReinf, { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }, { ReinfEastPoint.Location })[2]
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(coastguard)
|
||||
coastguard.AttackMove(CoastGuardPoint.Location)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops1)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops1)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
IslandTroops2 = function()
|
||||
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2]
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(patrols)
|
||||
patrols.Patrol(GoodGuyOrefieldPatrolPath, true, 150)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(unit, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops2)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
IslandTroops3 = function()
|
||||
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2]
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(guards)
|
||||
guards.AttackMove(USSRExpansionPoint.Location)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops3)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops3)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
BringDDPatrol1 = function()
|
||||
local units = Reinforcements.Reinforce(Greece, DDPatrol1, ShipArrivePath, 0)
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(patrols)
|
||||
patrols.Patrol(DDPatrol1Path, true, 250)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
BringDDPatrol2 = function()
|
||||
local units = Reinforcements.Reinforce(Greece, DDPatrol2, ShipArrivePath, 0)
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(patrols)
|
||||
patrols.Patrol(DDPatrol2Path, true, 250)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
@@ -6,4 +6,5 @@ Allied Campaign:
|
||||
./mods/ra/maps/allies-05a
|
||||
Soviet Campaign:
|
||||
./mods/ra/maps/soviet-01
|
||||
./mods/ra/maps/soviet-05
|
||||
|
||||
|
||||
Reference in New Issue
Block a user