Add Soviet08a

This commit is contained in:
Smittytron
2018-07-01 09:21:11 -05:00
committed by Oliver Brakmann
parent 67cba65800
commit 32968e4f4b
7 changed files with 1542 additions and 0 deletions

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World:
LuaScript:
Scripts: soviet08a.lua, soviet08a-AI.lua
MissionData:
Briefing: We have detected Allied activity on Elba island. The Allies plan to use this island to stage an attack on the Soviet Empire.\n\nYou must ensure that the island ceases to be under Allied control. Destroy all Allied units on and around the island.\n\nThe local population has been aiding the Allies as well. There is only one punishment for helping the enemy - Death.
BriefingVideo: soviet8.vqa
StartVideo: slntsrvc.vqa
WinVideo: bombrun.vqa
LossVideo: allymorf.vqa
ScriptLobbyDropdown@difficulty:
ID: difficulty
Label: Difficulty
Values:
easy: Easy
normal: Normal
hard: Hard
Default: easy
Player:
PlayerResources:
DefaultCash: 5000
CAMERA:
RevealsShroud:
Range: 6c0
LST.Reinforcement:
Inherits: LST
RejectsOrders:
-Buildable:
-Selectable:
RenderSprites:
Image: lst
Interactable:
SCRIPTEDDROP:
ParatroopersPower:
DisplayBeacon: False
DropItems: E1,E1,E4,E4,E4
AlwaysVisible:
AFLD:
AirstrikePower@parabombs:
Prerequisites: aircraft.soviet
ParatroopersPower@paratroopers:
DropItems: E1,E1,E1,E2,E2
MONEYCRATE:
GiveCashCrateAction:
Amount: 2000
STEK:
Buildable:
Prerequisites: ~disabled
ATEK:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
SAM:
Buildable:
Prerequisites: ~disabled
IRON:
Buildable:
Prerequisites: ~disabled
MSLO:
Buildable:
Prerequisites: ~disabled
TRUK:
Buildable:
Prerequisites: ~disabled
FTRK:
Buildable:
Prerequisites: ~disabled
4TNK:
Buildable:
Prerequisites: ~disabled
QTNK:
Buildable:
Prerequisites: ~disabled
MRJ:
Buildable:
Prerequisites: ~disabled
MIG:
Buildable:
Prerequisites: ~disabled
HELI:
Buildable:
Prerequisites: ~disabled
MSUB:
Buildable:
Prerequisites: ~disabled
CA:
Buildable:
Prerequisites: ~disabled
HIJACKER:
Buildable:
Prerequisites: ~disabled
GAP:
Buildable:
Prerequisites: ~disabled
PDOX:
Buildable:
Prerequisites: ~disabled
E7:
Buildable:
Prerequisites: ~disabled
MECH:
Buildable:
Prerequisites: ~disabled
E3:
Buildable:
Prerequisites: ~tent

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--[[
Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdlingUnits = { }
DDPatrol1 = { "dd", "dd" }
DDPatrol2 = { "dd", "dd" }
DDPatrol1Path = { DDPatrol1Point1.Location, DDPatrol1Point2.Location, DDPatrol1Point3.Location, DDPatrol1Point4.Location, DDPatrol1Point5.Location, DDPatrol1Point6.Location }
DDPatrol2Path = { DDPatrol2Point1.Location, DDPatrol2Point2.Location, DDPatrol2Point3.Location, DDPatrol2Point4.Location, DDPatrol2Point5.Location, DDPatrol2Point6.Location, DDPatrol2Point7.Location }
ShipArrivePath = { DDEntry.Location, DDEntryStop.Location }
WTransWays =
{
{ WaterUnloadEntry1.Location, WaterUnload1.Location },
{ WaterUnloadEntry2.Location, WaterUnload2.Location },
{ WaterUnloadEntry3.Location, WaterUnload3.Location },
{ WaterUnloadEntry4.Location, WaterUnload4.Location },
{ WaterUnloadEntry5.Location, WaterUnload5.Location },
{ WaterUnloadEntry6.Location, WaterUnload6.Location }
}
WTransUnits =
{
hard = { { "2tnk", "1tnk", "e1", "e3", "e3" }, { "2tnk", "2tnk", "2tnk" } },
normal = { { "1tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "e3", "e3", "jeep" } },
easy = { { "1tnk", "e1", "e1", "e3", "e3" }, { "e3", "e3", "jeep", "jeep" } }
}
WTransDelays =
{
easy = 5,
normal = 3,
hard = 2
}
AttackGroup = { }
AttackGroupSize = 8
ProductionInterval =
{
easy = DateTime.Seconds(30),
normal = DateTime.Seconds(20),
hard = DateTime.Seconds(10)
}
AlliedInfantry = { "e1", "e3" }
AlliedVehiclesUpgradeDelay = DateTime.Minutes(15)
AlliedVehicleType = "Normal"
AlliedVehicles =
{
Normal = { "jeep", "1tnk", "1tnk" },
Upgraded = { "2tnk", "arty" }
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)
local attackUnits = Reinforcements.ReinforceWithTransport(greece, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(attackUnits, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(SovietStart.Location)
IdleHunt(a)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
end
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
Utils.Do(AttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
AttackGroup = { }
end
ProduceInfantry = function()
if (GreeceTent1.IsDead or GreeceTent1.Owner ~= greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= greece) then
return
end
greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry)
end)
end
ProduceVehicles = function()
if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= greece then
return
end
greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
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, 200)
end)
end)
if GreeceNavalYard.IsDead then
return
else
Trigger.OnAllKilled(units, function()
if Map.LobbyOption("difficulty") == "easy" then
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1)
else
Trigger.AfterDelay(DateTime.Minutes(4), 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, 200)
end)
end)
if GreeceNavalYard.IsDead then
return
else
Trigger.OnAllKilled(units, function()
if Map.LobbyOption("difficulty") == "easy" then
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2)
else
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2)
end
end)
end
end
ActivateAI = function()
local difficulty = Map.LobbyOption("difficulty")
WTransUnits = WTransUnits[difficulty]
WTransDelays = WTransDelays[difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, 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)
Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
ProduceInfantry()
ProduceVehicles()
BringDDPatrol1()
Trigger.AfterDelay(DateTime.Minutes(1), BringDDPatrol2)
end

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--[[
Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
alliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
ussrReinforcements =
{
east =
{
actors = { "e1", "e1", "e1", "e1", "e1" },
entryPath = { EastEntry.Location, EastUnload.Location + CVec.New(1, 0) },
exitPath = { EastEntry.Location },
},
south =
{
actors = { "e4", "e4", "e1", "e1", "e1" },
entryPath = { SouthEntry.Location, SouthUnload.Location + CVec.New(0, 1) },
exitPath = { SouthEntry.Location }
},
mammoth =
{
actors = { "4tnk" },
entryPath = { SouthEntry.Location, SouthUnload.Location + CVec.New(0, 1) },
exitPath = { SouthEntry.Location }
}
}
Obj2ActorTriggerActivator = { Church, Actor147, Actor148, Actor149, Actor150, Actor151, Actor152, Actor153 }
ActivateAIDelay = DateTime.Seconds(45)
AddEastReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(30), function()
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
local reinforcement = ussrReinforcements.east
Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
AddSouthReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(60), function()
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
local reinforcement = ussrReinforcements.south
Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
AddParadropReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(90), function()
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
scripteddrop.SendParatroopers(ScriptedParadrop.CenterPosition, false, 10)
end)
end
ChurchAmbushTrigger = function()
if not AmbushSwitch then
local hiding = Reinforcements.Reinforce(germany, { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, { ChurchAmbush.Location, AmbushMove.Location })
Utils.Do(hiding, function(actor)
IdleHunt(actor)
end)
end
AmbushSwitch = true
end
Trigger.OnKilled(Church, function()
Actor.Create("moneycrate", true, { Owner = ussr, Location = ChurchAmbush.Location })
end)
Obj2TriggerFunction = function()
ussr.MarkCompletedObjective(DestroyVillageObjective)
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
local reinforcement = ussrReinforcements.mammoth
Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end
AddReinforcmentTriggers = function()
AddEastReinforcementTrigger()
AddSouthReinforcementTrigger()
AddParadropReinforcementTrigger()
end
AddRetreatTrigger = function()
Trigger.OnEnteredProximityTrigger(Actor222.CenterPosition, WDist.FromCells(12), function(actor, id)
if actor.Owner == ussr and actor.Type == "barr" then
alliedScouts = Utils.Where(alliedScouts, function(scout) return not scout.IsDead end)
local removed
Utils.Do(alliedScouts, function(scout)
if scout.Type == "e1" and not removed then
removed = true
else
scout.Stop()
scout.Move(ScoutRetreat.Location, 1)
end
end)
Trigger.RemoveProximityTrigger(id)
end
end)
end
Tick = function()
greece.Cash = 1000
if greece.HasNoRequiredUnits() and germany.HasNoRequiredUnits() then
ussr.MarkCompletedObjective(KillAll)
end
if ussr.HasNoRequiredUnits() then
greece.MarkCompletedObjective(BeatUSSR)
end
end
WorldLoaded = function()
ussr = Player.GetPlayer("USSR")
germany = Player.GetPlayer("Germany")
greece = Player.GetPlayer("Greece")
Trigger.OnObjectiveAdded(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillAll = ussr.AddPrimaryObjective("Destroy all Allied units and structures.")
DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
BeatUSSR = greece.AddPrimaryObjective("Defeat the Soviet forces.")
Trigger.OnObjectiveCompleted(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(ussr, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(ussr, "MissionFailed")
end)
end)
Trigger.OnPlayerWon(ussr, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(ussr, "MissionAccomplished")
end)
end)
AddReinforcmentTriggers()
AddRetreatTrigger()
scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
Camera.Position = SovietBase.CenterPosition
Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end

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@@ -20,6 +20,7 @@ Soviet Campaign:
./mods/ra/maps/soviet-06a
./mods/ra/maps/soviet-06b
./mods/ra/maps/soviet-07
./mods/ra/maps/soviet-08a
Counterstrike:
./mods/ra/maps/soviet-soldier-volkov-n-chitzkoi
Aftermath: