Merge pull request #10072 from r34ch/monster-tank-madness

Monster tank madness polish
This commit is contained in:
Oliver Brakmann
2015-12-25 21:36:43 +01:00
2 changed files with 48 additions and 2 deletions

View File

@@ -2115,6 +2115,9 @@ Rules:
GenericVisibility: Enemy GenericVisibility: Enemy
ShowOwnerRow: false ShowOwnerRow: false
AnnounceOnSeen: AnnounceOnSeen:
^TechBuilding:
Tooltip:
ShowOwnerRow: false
^Infantry: ^Infantry:
Tooltip: Tooltip:
GenericVisibility: Enemy GenericVisibility: Enemy
@@ -2160,6 +2163,8 @@ Rules:
CargoType: Demitri CargoType: Demitri
RenderSprites: RenderSprites:
Image: DELPHI Image: DELPHI
Voiced:
VoiceSet: DemitriVoice
TRAN: TRAN:
RevealsShroud: RevealsShroud:
Range: 0c0 Range: 0c0
@@ -2406,6 +2411,22 @@ Weapons:
ValidImpactTypes: Water ValidImpactTypes: Water
Voices: Voices:
DemitriVoice:
Variants:
allies: .r01,.r03
england: .r01,.r03
france: .r01,.r03
germany: .r01,.r03
soviet: .r01,.r03
russia: .r01,.r03
ukraine: .r01,.r03
Voices:
Select: await1,ready,report1,yessir1
Action: ackno,affirm1,noprob,overout,ritaway,roger,ugotit
Die: dedman1,dedman2,dedman3,dedman4,dedman5,dedman7,dedman8
Burned: dedman10
Zapped: dedman6
DisableVariants: Die, Burned, Zapped
Music: Music:

View File

@@ -103,13 +103,26 @@ SendAlliedUnits = function()
Media.PlaySpeechNotification(player, "ReinforcementsArrived") Media.PlaySpeechNotification(player, "ReinforcementsArrived")
Utils.Do(AlliedUnits, function(table) Utils.Do(AlliedUnits, function(table)
Trigger.AfterDelay(table.delay, function() Trigger.AfterDelay(table.delay, function()
Reinforcements.Reinforce(player, table.types, { StartEntryPoint.Location, StartMovePoint.Location }, 18) local units = Reinforcements.Reinforce(player, table.types, { StartEntryPoint.Location, StartMovePoint.Location }, 18)
Utils.Do(units, function(unit)
if unit.Type == "e6" then
Engineer = unit
Trigger.OnKilled(unit, LandingPossible)
end
end)
end) end)
end) end)
Trigger.AfterDelay(DateTime.Seconds(1), function() InitialUnitsArrived = true end) Trigger.AfterDelay(DateTime.Seconds(1), function() InitialUnitsArrived = true end)
end end
LandingPossible = function()
if not beachReached and (USSRSpen.IsDead or Engineer.IsDead) and LstProduced < 1 then
player.MarkFailedObjective(CrossRiver)
end
end
SuperTankDomeInfiltrated = function() SuperTankDomeInfiltrated = function()
turkey.SetStance(player, "Ally") turkey.SetStance(player, "Ally")
turkey.SetStance(neutral, "Ally") turkey.SetStance(neutral, "Ally")
@@ -278,7 +291,7 @@ InitObjectives = function()
end) end)
EliminateSuperTanks = player.AddPrimaryObjective("Eliminate these super tanks.") EliminateSuperTanks = player.AddPrimaryObjective("Eliminate these super tanks.")
CrossRiver = player.AddPrimaryObjective("Find a way to transport your forces to the mainland.") CrossRiver = player.AddPrimaryObjective("Secure transport to the mainland.")
FindOutpost = player.AddPrimaryObjective("Find our outpost and start repairs on it.") FindOutpost = player.AddPrimaryObjective("Find our outpost and start repairs on it.")
RescueCivilians = player.AddSecondaryObjective("Evacuate all civilians from the hospital.") RescueCivilians = player.AddSecondaryObjective("Evacuate all civilians from the hospital.")
BadGuyObj = badguy.AddPrimaryObjective("Deny the destruction of the super tanks.") BadGuyObj = badguy.AddPrimaryObjective("Deny the destruction of the super tanks.")
@@ -400,6 +413,18 @@ InitTriggers = function()
end end
end end
end) end)
LstProduced = 0
Trigger.OnKilled(USSRSpen, LandingPossible)
Trigger.OnProduction(USSRSpen, function(self, produced)
if produced.Type == "lst" then
LstProduced = LstProduced + 1
Trigger.OnKilled(produced, function()
LstProduced = LstProduced - 1
LandingPossible()
end)
end
end)
end end
WorldLoaded = function() WorldLoaded = function()