Merge pull request #8250 from 42foobar42/nod06c

added mission 6c nod
This commit is contained in:
Oliver Brakmann
2015-05-28 00:31:30 +02:00
8 changed files with 810 additions and 4 deletions

View File

@@ -42,6 +42,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
mods\cnc\maps\funpark01\scj01ea.lua = mods\cnc\maps\funpark01\scj01ea.lua
mods\cnc\maps\nod06a\nod06a.lua = mods\cnc\maps\nod06a\nod06a.lua
mods\cnc\maps\nod06b\nod06b.lua = mods\cnc\maps\nod06b\nod06b.lua
mods\cnc\maps\nod06c\nod06c.lua = mods\cnc\maps\nod06c\nod06c.lua
mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua
EndProjectSection
EndProject

View File

@@ -592,7 +592,7 @@ Actors:
UnitsRallyRight: waypoint
Location: 27,20
Owner: Neutral
ChnEnrty: waypoint
ChnEntry: waypoint
Location: 32,61
Owner: Neutral
Obj2UnitsEntry: waypoint

View File

@@ -16,8 +16,8 @@ Chn1ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Ch
Chn2ActorTriggerActivator = { Chn2Activator1, Chn2Activator2, Chn2Activator3 }
Obj2ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator }
Chn1Waypoints = { ChnEnrty.Location, waypoint5.Location }
Chn2Waypoints = { ChnEnrty.Location, waypoint6.Location }
Chn1Waypoints = { ChnEntry.Location, waypoint5.Location }
Chn2Waypoints = { ChnEntry.Location, waypoint6.Location }
Gdi3Waypoints = { waypoint1, waypoint3, waypoint7, waypoint8, waypoint9 }
Gdi4Waypoints = { waypoint4, waypoint10, waypoint9, waypoint11, waypoint9, waypoint10 }
Gdi5Waypoints = { waypoint1, waypoint4 }
@@ -166,7 +166,7 @@ WorldLoaded = function()
Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id)
if a.Owner == Nod then
Reinforcements.Reinforce(Nod, { 'tran' }, { ChnEnrty.Location, waypoint17.Location }, 11)
Reinforcements.Reinforce(Nod, { 'tran' }, { ChnEntry.Location, waypoint17.Location }, 11)
Trigger.RemoveFootprintTrigger(id)
end
end)

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After

Width:  |  Height:  |  Size: 39 KiB

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@@ -0,0 +1,636 @@
MapFormat: 7
RequiresMod: cnc
Title: Steal The Detonator (c)
Description: GDI has imported a Nuclear Detonator in an attempt to sway a few local political leaders. Penetrate the base and steal the detonator. A chopper will be sent to meet you at a designated landing zone. Look for the landing flare once you have stolen the device.
Author: Westwood Studios
Tileset: DESERT
MapSize: 64,64
Bounds: 15,16,44,42
Visibility: MissionSelector
Type: Campaign
Videos:
Briefing: nod6.vqa
GameStart: sundial.vqa
GameLost: banner.vqa
Options:
Crates: False
Creeps: False
Fog: True
Shroud: True
AllyBuildRadius: False
FragileAlliances: False
StartingCash: 4000
ConfigurableStartingUnits: False
ShortGame: False
Players:
PlayerReference@GDI:
Name: GDI
Playable: False
Race: gdi
ColorRamp: 31,222,183
Enemies: Nod
PlayerReference@Nod:
Name: Nod
Playable: True
AllowBots: False
Required: True
LockRace: True
Race: nod
LockColor: True
ColorRamp: 3,255,127
LockSpawn: True
LockTeam: True
Enemies: GDI
PlayerReference@Neutral:
Name: Neutral
OwnsWorld: True
NonCombatant: True
Race: gdi
Actors:
Actor0: brik
Location: 31,33
Owner: Neutral
Actor1: brik
Location: 30,33
Owner: Neutral
Actor2: brik
Location: 29,33
Owner: Neutral
Actor3: brik
Location: 28,33
Owner: Neutral
Actor4: brik
Location: 27,33
Owner: Neutral
Actor5: brik
Location: 26,33
Owner: Neutral
Actor6: brik
Location: 25,33
Owner: Neutral
Actor7: brik
Location: 21,33
Owner: Neutral
Actor8: brik
Location: 20,33
Owner: Neutral
Actor9: brik
Location: 19,33
Owner: Neutral
Actor10: brik
Location: 18,33
Owner: Neutral
Actor11: brik
Location: 17,33
Owner: Neutral
Actor12: brik
Location: 31,32
Owner: Neutral
Actor13: brik
Location: 26,32
Owner: Neutral
Actor14: brik
Location: 25,32
Owner: Neutral
Actor15: brik
Location: 21,32
Owner: Neutral
Actor16: brik
Location: 20,32
Owner: Neutral
Actor17: brik
Location: 17,32
Owner: Neutral
Actor18: brik
Location: 31,31
Owner: Neutral
Actor19: brik
Location: 18,31
Owner: Neutral
Actor20: brik
Location: 17,31
Owner: Neutral
Actor21: brik
Location: 31,30
Owner: Neutral
Actor22: brik
Location: 30,30
Owner: Neutral
Actor23: brik
Location: 18,30
Owner: Neutral
Actor24: brik
Location: 17,30
Owner: Neutral
Actor25: brik
Location: 31,29
Owner: Neutral
Actor26: brik
Location: 30,29
Owner: Neutral
Actor27: brik
Location: 31,24
Owner: Neutral
Actor28: brik
Location: 30,24
Owner: Neutral
Actor29: brik
Location: 31,23
Owner: Neutral
Actor30: brik
Location: 30,23
Owner: Neutral
Actor31: cycl
Location: 25,23
Owner: Neutral
Actor32: cycl
Location: 23,23
Owner: Neutral
Actor33: brik
Location: 31,22
Owner: Neutral
Actor34: cycl
Location: 25,22
Owner: Neutral
Actor35: cycl
Location: 23,22
Owner: Neutral
Actor36: brik
Location: 31,21
Owner: Neutral
Actor37: brik
Location: 30,21
Owner: Neutral
Actor38: cycl
Location: 25,21
Owner: Neutral
Actor39: cycl
Location: 24,21
Owner: Neutral
Actor40: cycl
Location: 23,21
Owner: Neutral
Actor41: brik
Location: 31,20
Owner: Neutral
Actor42: brik
Location: 30,20
Owner: Neutral
Actor43: t18
Location: 19,56
Owner: Neutral
Actor44: t08
Location: 33,29
Owner: Neutral
Actor45: t08
Location: 32,23
Owner: Neutral
Actor46: t18
Location: 31,30
Owner: Neutral
Actor47: t18
Location: 29,33
Owner: Neutral
Actor48: t18
Location: 18,20
Owner: Neutral
Actor49: t18
Location: 50,44
Owner: Neutral
Actor50: t18
Location: 34,36
Owner: Neutral
Actor51: rock5
Location: 35,42
Owner: Neutral
Actor52: rock4
Location: 46,41
Owner: Neutral
Actor53: rock6
Location: 38,34
Owner: Neutral
Actor54: t08
Location: 47,52
Owner: Neutral
Actor55: t08
Location: 34,46
Owner: Neutral
Actor56: t08
Location: 46,35
Owner: Neutral
Actor57: t18
Location: 19,51
Owner: Neutral
Actor59: proc
Location: 22,29
Owner: GDI
Actor60: v30
Location: 29,39
Owner: GDI
Actor61: v35
Location: 24,39
Owner: GDI
Actor62: v34
Location: 24,40
Owner: GDI
Actor63: v36
Location: 28,40
Owner: GDI
Actor64: v23
Location: 28,39
Owner: GDI
Actor65: gtwr
Location: 32,29
Owner: GDI
Actor66: nuke
Location: 20,29
Owner: GDI
Actor67: nuke
Location: 21,27
Owner: GDI
Actor68: hq
Location: 28,20
Owner: GDI
Actor69: gtwr
Location: 32,24
Owner: GDI
Actor72: jeep
Location: 37,40
Owner: GDI
Facing: 96
Actor73: jeep
Location: 47,18
Owner: GDI
Facing: 160
Actor74: mtnk
Location: 17,39
Owner: GDI
Actor75: mtnk
Location: 16,39
Owner: GDI
Actor76: mtnk
Location: 15,39
Owner: GDI
Actor83: mtnk
Location: 39,27
Owner: GDI
Facing: 96
Actor85: jeep
Location: 29,30
Owner: GDI
Facing: 224
Actor86: e3
Location: 35,36
Owner: GDI
SubCell: 0
Actor87: e1
Location: 35,36
Owner: GDI
SubCell: 4
Actor88: e1
Location: 35,36
Owner: GDI
SubCell: 3
Actor89: e1
Location: 49,22
Owner: GDI
Facing: 128
SubCell: 1
Actor92: e2
Location: 16,25
Owner: GDI
SubCell: 3
Actor93: e2
Location: 15,26
Owner: GDI
SubCell: 2
Actor96: e3
Location: 36,25
Owner: GDI
Facing: 96
SubCell: 2
Actor99: e1
Location: 30,26
Owner: GDI
Facing: 96
SubCell: 4
Actor100: e1
Location: 48,21
Owner: GDI
Facing: 160
SubCell: 4
Actor101: e3
Location: 51,42
Owner: GDI
Facing: 128
SubCell: 2
Actor102: e3
Location: 52,42
Owner: GDI
Facing: 128
SubCell: 2
Actor103: e1
Location: 40,30
Owner: GDI
Facing: 96
SubCell: 2
Actor104: e2
Location: 47,35
Owner: GDI
SubCell: 1
Actor105: e2
Location: 35,46
Owner: GDI
Facing: 128
SubCell: 1
Actor114: e2
Location: 43,29
Owner: GDI
SubCell: 4
Actor118: e3
Location: 41,29
Owner: GDI
SubCell: 0
Actor119: e2
Location: 27,31
Owner: GDI
SubCell: 1
Actor120: e2
Location: 23,24
Owner: GDI
Facing: 128
SubCell: 4
Actor121: e2
Location: 25,24
Owner: GDI
Facing: 128
SubCell: 3
Actor122: e2
Location: 27,31
Owner: GDI
SubCell: 2
waypoint27: waypoint
Location: 17,50
Owner: Neutral
waypoint26: waypoint
Location: 46,46
Owner: Neutral
waypoint25: waypoint
Location: 17,49
Owner: Neutral
waypoint10: waypoint
Location: 16,50
Owner: Neutral
waypoint7: waypoint
Location: 31,26
Owner: Neutral
waypoint6: waypoint
Location: 37,25
Owner: Neutral
waypoint5: waypoint
Location: 42,42
Owner: Neutral
waypoint4: waypoint
Location: 42,56
Owner: Neutral
waypoint3: waypoint
Location: 55,56
Owner: Neutral
waypoint2: waypoint
Location: 55,44
Owner: Neutral
waypoint1: waypoint
Location: 55,32
Owner: Neutral
waypoint0: waypoint
Location: 43,32
Owner: Neutral
UnitsEntryLeft: waypoint
Location: 56,57
Owner: Neutral
UnitsRallyLeft: waypoint
Location: 53,51
Owner: Neutral
UnitsEntryMiddle: waypoint
Location: 57,57
Owner: Neutral
UnitsRallyMiddle: waypoint
Location: 55,50
Owner: Neutral
UnitsEntryRight: waypoint
Location: 58,57
Owner: Neutral
UnitsRallyRight: waypoint
Location: 57,51
Owner: Neutral
ChnEntry: waypoint
Location: 41,57
Owner: Neutral
Atk2Actor1: e2
Location: 44,29
Owner: GDI
SubCell: 3
Atk2Actor2: e1
Location: 42,29
Owner: GDI
Facing: 96
SubCell: 2
Atk2Actor3: e3
Location: 41,29
Owner: GDI
SubCell: 2
Atk2Actor4: e1
Location: 40,30
Owner: GDI
Facing: 96
SubCell: 1
Atk2Actor5: e1
Location: 43,29
Owner: GDI
Facing: 96
SubCell: 1
Atk2Actor6: mtnk
Location: 42,30
Owner: GDI
Facing: 96
Detonator: CRATE.plain
Location: 24, 22
Owner: GDI
Factory: weap
Location: 20,23
Owner: GDI
Barracks: pyle
Location: 26,20
Owner: GDI
Yard: fact
Location: 20,21
Owner: GDI
Smudges:
sc2 41,40 0:
sc4 43,39 0:
cr1 42,39 0:
cr1 43,36 0:
sc1 29,30 0:
sc1 28,30 0:
sc3 29,23 0:
sc4 19,21 0:
sc5 32,20 0:
Rules:
Player:
-ConquestVictoryConditions:
MissionObjectives:
EarlyGameOver: true
World:
-CrateSpawner:
-SpawnMPUnits:
-MPStartLocations:
ObjectivesPanel:
PanelName: MISSION_OBJECTIVES
LuaScript:
Scripts: nod06c.lua
^Vehicle:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Tank:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Infantry:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Plane:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Ship:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Building:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Bridge:
Invulnerable:
E2:
Buildable:
Prerequisites: ~pyle
NUK2:
Buildable:
Prerequisites: ~disabled
GUN:
Buildable:
Prerequisites: ~disabled
CYCL:
Buildable:
Prerequisites: ~disabled
FIX:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
OBLI:
Buildable:
Prerequisites: ~disabled
BRIK:
Buildable:
Prerequisites: ~disabled
TMPL:
Buildable:
Prerequisites: ~disabled
FTNK:
Buildable:
Prerequisites: ~disabled
STNK:
Buildable:
Prerequisites: ~disabled
ARTY:
Buildable:
Prerequisites: ~disabled
E5:
Buildable:
Prerequisites: ~disabled
RMBO:
Buildable:
Prerequisites: ~disabled
MLRS:
Buildable:
Prerequisites: ~disabled
MCV:
Buildable:
Prerequisites: ~disabled
LST:
Buildable:
Prerequisites: ~disabled
C17:
Buildable:
Prerequisites: ~disabled
GTWR:
Buildable:
Prerequisites: ~disabled
ATWR:
Buildable:
Prerequisites: ~disabled
WEAP:
Buildable:
Prerequisites: ~disabled
EYE:
Buildable:
Prerequisites: ~disabled
E3:
Buildable:
Prerequisites: ~disabled
HARV:
Buildable:
Prerequisites: ~disabled
MTNK:
Buildable:
Prerequisites: ~disabled
HTNK:
Buildable:
Prerequisites: ~disabled
TRAN:
Buildable:
Prerequisites: ~disabled
ORCA:
Buildable:
Prerequisites: ~disabled
MSAM:
Buildable:
Prerequisites: ~disabled
HELI:
Buildable:
Prerequisites: ~disabled
FLARE:
Tooltip:
ShowOwnerRow: false
Sequences:
VoxelSequences:
Weapons:
Voices:
Notifications:
Translations:

View File

@@ -0,0 +1,168 @@
NodStartUnitsVehicle = { 'bggy', 'bggy', 'ltnk', 'ltnk', 'ltnk', 'bike', 'bike'}
NodStartUnitsRight = { 'e1', 'e1', 'e1', 'e1' }
NodStartUnitsMiddle = { 'e6', 'e6', 'e6', 'e6', 'e3', 'e3' }
NodStartUnitsLeft = { 'e4', 'e4', 'e4', 'e4' }
Win1CellTriggerActivator = { CPos.New(24,22) }
Win2CellTriggerActivator = { CPos.New(20,55), CPos.New(19,55), CPos.New(20,54), CPos.New(19,54), CPos.New(20,53), CPos.New(19,53), CPos.New(20,52), CPos.New(19,52) }
DzneCellTriggerActivator = { CPos.New(26,24), CPos.New(25,24), CPos.New(24,24), CPos.New(23,24), CPos.New(22,24), CPos.New(26,23), CPos.New(25,23), CPos.New(24,23), CPos.New(23,23), CPos.New(22,23), CPos.New(26,22), CPos.New(25,22), CPos.New(23,22), CPos.New(22,22), CPos.New(25,21), CPos.New(24,21), CPos.New(23,21), CPos.New(22,21), CPos.New(25,20), CPos.New(24,20), CPos.New(23,20), CPos.New(22,20) }
ChinCellTriggerActivator = { CPos.New(31,49), CPos.New(30,49), CPos.New(29,49), CPos.New(28,49), CPos.New(27,49), CPos.New(26,49), CPos.New(25,49), CPos.New(24,49), CPos.New(23,49), CPos.New(22,49), CPos.New(21,49), CPos.New(20,49), CPos.New(31,48), CPos.New(30,48), CPos.New(29,48), CPos.New(28,48), CPos.New(27,48), CPos.New(26,48), CPos.New(25,48), CPos.New(24,48), CPos.New(23,48), CPos.New(22,48), CPos.New(21,48), CPos.New(20,48), CPos.New(31,47), CPos.New(30,47), CPos.New(29,47), CPos.New(28,47), CPos.New(27,47), CPos.New(26,47), CPos.New(25,47), CPos.New(24,47), CPos.New(23,47), CPos.New(22,47), CPos.New(21,47), CPos.New(20,47) }
Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2, Atk2Actor3, Atk2Actor4, Atk2Actor5, Atk2Actor6 }
Gdi1Units = { 'e1', 'e1', 'e1', 'e2', 'e2' }
Gdi2Units = { 'e1', 'e1', 'e3', 'e3', 'e3' }
Gdi3Units = { 'jeep', 'jeep', 'e3', 'e3' }
Gdi4Units = { 'mtnk', 'e2', 'e2', 'e2', 'e2' }
Gdi5Units = { 'e1', 'e2', 'e2', 'e3', 'e3' }
AllUnits = { Gdi1Units, Gdi2Units, Gdi3Units, Gdi4Units, Gdi5Units }
Grd1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 }
Atk1TriggerFunctionTime = DateTime.Seconds(3)
ProdTriggerFunctionTime = DateTime.Minutes(5)
Atk1TriggerFunction = function()
for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
MovementAndHunt(actor, Grd1Waypoints)
end)
end
end
Atk2TriggerFunction = function()
for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
IdleHunt(actor)
end)
end
end
ProdTriggerFunction = function()
local Units = AllUnits[DateTime.GameTime % #AllUnits + 1]
Utils.Do(Units, function(UnitType)
if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then
Factory.Build({UnitType})
elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == GDI then
Barracks.Build({UnitType})
end
end)
local list = GDI.GetGroundAttackers()
local counter = 1
while counter <= 5 do
counter = counter + 1
if counter <= #list then
IdleHunt(list[counter])
end
end
Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction)
end
MovementAndHunt = function(unit, waypoints)
if unit ~= nil then
Utils.Do(waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
end
InsertNodUnits = function()
Camera.Position = UnitsRallyRight.CenterPosition
Reinforcements.Reinforce(Nod, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30)
Reinforcements.Reinforce(Nod, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15)
Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(Nod, function()
Media.PlaySpeechNotification(Nod, "Win")
end)
Trigger.OnPlayerLost(Nod, function()
Media.PlaySpeechNotification(Nod, "Lose")
end)
NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI Nuclear detonator")
NodObjective3 = Nod.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard")
GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator")
InsertNodUnits()
Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction)
Trigger.OnAllKilled(Atk2ActorTriggerActivator, Atk2TriggerFunction)
Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id)
if a.Owner == Nod then
Reinforcements.Reinforce(Nod, { 'tran' }, { ChnEntry.Location, waypoint10.Location }, 11)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
if a.Owner == Nod then
Actor.Create('flare', true, { Owner = Nod, Location = waypoint10.Location })
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
NodObjective2 = Nod.AddPrimaryObjective("Move to the evacuation point")
Nod.MarkCompletedObjective(NodObjective1)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
if a.Owner == Nod and NodObjective1 then
Nod.MarkCompletedObjective(NodObjective2)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
if DateTime.GameTime % 5 == 0 and Barracks.Owner == Nod and Factory.Owner == Nod and Yard.Owner == Nod then
Nod.MarkCompletedObjective(NodObjective3)
end
if DateTime.GameTime % 7 == 0 and not Nod.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then
Nod.MarkFailedObjective(NodObjective3)
end
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end

View File

@@ -19,6 +19,7 @@ Nod Campaign:
./mods/cnc/maps/nod05
./mods/cnc/maps/nod06a
./mods/cnc/maps/nod06b
./mods/cnc/maps/nod06c
Funpark Campaign:
./mods/cnc/maps/funpark01