Add nod09
This commit is contained in:
@@ -52,6 +52,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
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mods\cnc\maps\nod08a\nod08a.lua = mods\cnc\maps\nod08a\nod08a.lua
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mods\cnc\maps\nod08b\nod08b-AI.lua = mods\cnc\maps\nod08b\nod08b-AI.lua
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mods\cnc\maps\nod08b\nod08b.lua = mods\cnc\maps\nod08b\nod08b.lua
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mods\cnc\maps\nod09\nod09-AI.lua = mods\cnc\maps\nod09\nod09-AI.lua
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mods\cnc\maps\nod09\nod09.lua = mods\cnc\maps\nod09\nod09.lua
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mods\cnc\maps\funpark01\scj01ea.lua = mods\cnc\maps\funpark01\scj01ea.lua
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mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua
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EndProjectSection
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BIN
mods/cnc/maps/nod09/map.bin
Normal file
BIN
mods/cnc/maps/nod09/map.bin
Normal file
Binary file not shown.
BIN
mods/cnc/maps/nod09/map.png
Normal file
BIN
mods/cnc/maps/nod09/map.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 37 KiB |
886
mods/cnc/maps/nod09/map.yaml
Normal file
886
mods/cnc/maps/nod09/map.yaml
Normal file
@@ -0,0 +1,886 @@
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MapFormat: 11
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RequiresMod: cnc
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Title: Reinforce Egypt
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Author: Westwood Studios
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Tileset: DESERT
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MapSize: 64,64
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Bounds: 1,3,61,59
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Visibility: MissionSelector
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Categories: Campaign
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LockPreview: True
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Players:
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PlayerReference@GDI:
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Name: GDI
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LockFaction: True
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Faction: gdi
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Color: F5D378
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Allies: Outpost
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Enemies: Nod
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PlayerReference@Neutral:
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Name: Neutral
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OwnsWorld: True
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NonCombatant: True
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Faction: gdi
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PlayerReference@Civilians:
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Name: Civilians
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NonCombatant: True
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Faction: gdi
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Enemies: Nod
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PlayerReference@Outpost:
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Name: Outpost
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Faction: gdi
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Color: F5D378
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Allies: GDI
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Enemies: Nod
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PlayerReference@Nod:
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Name: Nod
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AllowBots: False
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Playable: True
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Required: True
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Faction: nod
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LockColor: True
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Color: FE1100
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LockSpawn: True
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LockTeam: True
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Enemies: GDI, Civilians
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PlayerReference@NodBase:
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Name: NodBase
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NonCombatant: True
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Faction: nod
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Color: FE1100
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Enemies: Nod
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Actors:
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Actor0: brik
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Location: 25,54
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Owner: NodBase
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Actor1: brik
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Location: 24,54
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Owner: NodBase
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Actor2: brik
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Location: 23,54
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Owner: NodBase
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Actor3: brik
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Location: 22,54
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Owner: NodBase
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Actor4: brik
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Location: 21,54
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Owner: NodBase
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Actor5: brik
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Location: 19,54
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Owner: NodBase
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Actor6: brik
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Location: 18,54
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Owner: NodBase
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Actor7: brik
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Location: 17,54
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Owner: NodBase
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Actor8: brik
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Location: 15,54
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Owner: NodBase
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Actor9: brik
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Location: 14,54
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Owner: NodBase
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Actor10: brik
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Location: 13,54
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Owner: NodBase
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Actor11: brik
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Location: 12,54
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Owner: NodBase
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Actor12: brik
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Location: 11,54
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Owner: NodBase
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Actor13: brik
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Location: 10,54
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Owner: NodBase
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Actor14: brik
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Location: 9,54
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Owner: NodBase
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Actor15: brik
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Location: 25,53
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Owner: NodBase
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Actor16: brik
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Location: 24,53
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Owner: NodBase
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Actor17: brik
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Location: 10,53
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Owner: NodBase
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Actor18: brik
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Location: 9,53
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Owner: NodBase
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Actor19: brik
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Location: 25,52
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Owner: NodBase
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Actor20: brik
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Location: 9,52
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Owner: NodBase
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Actor21: brik
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Location: 9,51
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Owner: NodBase
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Actor22: brik
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Location: 25,50
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Owner: NodBase
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Actor23: brik
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Location: 25,49
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Owner: NodBase
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Actor24: brik
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Location: 61,16
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Owner: GDI
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Actor25: brik
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Location: 60,16
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Owner: GDI
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Actor26: brik
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Location: 59,16
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Owner: GDI
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Actor27: brik
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Location: 58,16
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Owner: GDI
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Actor28: brik
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Location: 57,16
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Owner: GDI
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Actor29: brik
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Location: 56,16
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Owner: GDI
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Actor30: brik
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Location: 55,16
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Owner: GDI
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Actor31: brik
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Location: 54,16
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Owner: GDI
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Actor32: brik
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Location: 53,16
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Owner: GDI
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Actor33: brik
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Location: 52,16
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Owner: GDI
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Actor34: brik
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Location: 51,16
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Owner: GDI
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Actor35: brik
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Location: 50,16
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Owner: GDI
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Actor36: brik
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Location: 49,16
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Owner: GDI
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Actor37: brik
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Location: 48,16
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Owner: GDI
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Actor38: brik
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Location: 47,16
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Owner: GDI
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Actor39: brik
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Location: 46,16
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Owner: GDI
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Actor40: brik
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Location: 45,16
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Owner: GDI
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Actor41: brik
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Location: 44,16
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Owner: GDI
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Actor42: brik
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Location: 43,16
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Owner: GDI
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Actor43: brik
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Location: 61,15
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Owner: GDI
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Actor44: brik
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Location: 60,15
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Owner: GDI
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Actor45: brik
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Location: 44,15
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Owner: GDI
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Actor46: brik
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Location: 43,15
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Owner: GDI
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Actor47: brik
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Location: 61,14
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Owner: GDI
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Actor48: brik
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Location: 43,14
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Owner: GDI
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Actor49: brik
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Location: 61,13
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Owner: GDI
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Actor50: brik
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Location: 43,13
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Owner: GDI
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Actor51: brik
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Location: 61,12
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Owner: GDI
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Actor52: brik
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Location: 44,12
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Owner: GDI
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Actor53: brik
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Location: 43,12
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Owner: GDI
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Actor54: brik
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Location: 61,11
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Owner: GDI
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Actor55: brik
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Location: 44,11
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Owner: GDI
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Actor56: brik
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Location: 43,11
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Owner: GDI
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Actor57: brik
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Location: 61,10
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Owner: GDI
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Actor58: brik
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Location: 61,9
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Owner: GDI
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Actor59: brik
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Location: 61,8
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Owner: GDI
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Actor60: brik
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Location: 61,7
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Owner: GDI
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Actor61: brik
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Location: 44,7
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Owner: GDI
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Actor62: brik
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Location: 43,7
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Owner: GDI
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Actor63: brik
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Location: 61,6
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Owner: GDI
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Actor64: brik
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Location: 44,6
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Owner: GDI
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Actor65: brik
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Location: 43,6
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Owner: GDI
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Actor66: brik
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Location: 61,5
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Owner: GDI
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Actor67: brik
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||||
Location: 43,5
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Owner: GDI
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Actor68: brik
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Location: 61,4
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Owner: GDI
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Actor69: brik
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Location: 44,4
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Owner: GDI
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Actor70: brik
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Location: 43,4
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Owner: GDI
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Actor71: brik
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||||
Location: 61,3
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Owner: GDI
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Actor72: brik
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||||
Location: 60,3
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Owner: GDI
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Actor73: brik
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||||
Location: 59,3
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Owner: GDI
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Actor74: brik
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||||
Location: 58,3
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Owner: GDI
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Actor75: brik
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||||
Location: 57,3
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||||
Owner: GDI
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Actor76: brik
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||||
Location: 56,3
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Owner: GDI
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Actor77: brik
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||||
Location: 55,3
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Owner: GDI
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Actor78: brik
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||||
Location: 54,3
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Owner: GDI
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Actor79: brik
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||||
Location: 53,3
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||||
Owner: GDI
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Actor80: brik
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||||
Location: 52,3
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Owner: GDI
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Actor81: brik
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||||
Location: 51,3
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Owner: GDI
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Actor82: brik
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||||
Location: 50,3
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||||
Owner: GDI
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Actor83: brik
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||||
Location: 49,3
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Owner: GDI
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Actor84: brik
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||||
Location: 48,3
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||||
Owner: GDI
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||||
Actor85: brik
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||||
Location: 47,3
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||||
Owner: GDI
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||||
Actor86: brik
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||||
Location: 46,3
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||||
Owner: GDI
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||||
Actor87: brik
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||||
Location: 45,3
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Owner: GDI
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Actor88: brik
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||||
Location: 44,3
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Owner: GDI
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Actor89: brik
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||||
Location: 43,3
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Owner: GDI
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Actor90: t08
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Location: 5,14
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Owner: Neutral
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Actor91: t08
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||||
Location: 49,37
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Owner: Neutral
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Actor92: rock1
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Location: 51,53
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Owner: Neutral
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Actor93: t08
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Location: 50,55
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Owner: Neutral
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Actor94: split3
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||||
Location: 56,48
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Owner: Neutral
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Actor95: split3
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Location: 6,24
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Owner: Neutral
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Actor96: t18
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Location: 2,19
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Owner: Neutral
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Actor97: t18
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||||
Location: 4,5
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Owner: Neutral
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Actor98: t08
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||||
Location: 9,32
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Owner: Neutral
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Actor99: t08
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Location: 1,28
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Owner: Neutral
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Actor100: t08
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||||
Location: 50,31
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Owner: Neutral
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Actor101: t08
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Location: 51,31
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||||
Owner: Neutral
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Actor102: t08
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||||
Location: 39,32
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Owner: Neutral
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||||
Actor103: t08
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||||
Location: 12,16
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||||
Owner: Neutral
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||||
Actor104: t08
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||||
Location: 1,5
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||||
Owner: Neutral
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||||
Actor105: t08
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||||
Location: 3,9
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Owner: Neutral
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Actor106: rock1
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||||
Location: 1,12
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Owner: Neutral
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Actor107: t08
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||||
Location: 23,19
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Owner: Neutral
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Actor108: t08
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Location: 17,19
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Owner: Neutral
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Actor109: t08
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Location: 16,18
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Owner: Neutral
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Actor110: t08
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||||
Location: 16,11
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Owner: Neutral
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Actor111: t08
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||||
Location: 16,10
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||||
Owner: Neutral
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||||
Actor112: t08
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||||
Location: 29,15
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||||
Owner: Neutral
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||||
Actor113: split3
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||||
Location: 47,23
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||||
Owner: Neutral
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||||
Actor114: split3
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||||
Location: 38,20
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||||
Owner: Neutral
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||||
Actor115: rock4
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||||
Location: 47,54
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||||
Owner: Neutral
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||||
Actor116: t18
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||||
Location: 54,23
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||||
Owner: Neutral
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||||
Actor117: t18
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||||
Location: 56,27
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||||
Owner: Neutral
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||||
Actor118: t08
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||||
Location: 60,23
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||||
Owner: Neutral
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||||
Actor119: t08
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||||
Location: 59,24
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||||
Owner: Neutral
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||||
Actor120: rock2
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||||
Location: 60,24
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||||
Owner: Neutral
|
||||
Actor126: v20
|
||||
Location: 3,4
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||||
Owner: Civilians
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||||
Actor127: v23
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||||
Location: 13,12
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||||
Owner: Civilians
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||||
Actor128: v24
|
||||
Location: 1,6
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||||
Owner: Civilians
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||||
Actor129: v26
|
||||
Location: 6,7
|
||||
Owner: Civilians
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||||
Actor130: v28
|
||||
Location: 4,9
|
||||
Owner: Civilians
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||||
Actor131: v29
|
||||
Location: 5,9
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||||
Owner: Civilians
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||||
Actor132: v30
|
||||
Location: 4,4
|
||||
Owner: Civilians
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||||
Actor133: v31
|
||||
Location: 2,8
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||||
Owner: Civilians
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||||
Actor134: v32
|
||||
Location: 1,9
|
||||
Owner: Civilians
|
||||
Actor135: v33
|
||||
Location: 2,10
|
||||
Owner: Civilians
|
||||
Actor136: v34
|
||||
Location: 4,10
|
||||
Owner: Civilians
|
||||
Actor137: v35
|
||||
Location: 3,11
|
||||
Owner: Civilians
|
||||
Actor138: v25
|
||||
Location: 4,7
|
||||
Owner: Civilians
|
||||
Actor153: jeep
|
||||
Location: 50,14
|
||||
Owner: GDI
|
||||
Actor154: jeep
|
||||
Location: 52,5
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
Actor155: jeep
|
||||
Location: 47,13
|
||||
Owner: GDI
|
||||
Actor156: mtnk
|
||||
Location: 14,37
|
||||
Owner: GDI
|
||||
Actor157: mtnk
|
||||
Location: 48,14
|
||||
Owner: GDI
|
||||
Actor158: mtnk
|
||||
Location: 46,14
|
||||
Owner: GDI
|
||||
Actor159: mtnk
|
||||
Location: 52,12
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
Actor162: jeep
|
||||
Location: 9,17
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
Actor163: jeep
|
||||
Location: 23,4
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
Actor164: jeep
|
||||
Location: 1,19
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
Actor165: e2
|
||||
Location: 57,15
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor166: e2
|
||||
Location: 59,15
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor167: e2
|
||||
Location: 47,15
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor168: e1
|
||||
Location: 50,12
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor169: e1
|
||||
Location: 49,10
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor170: e2
|
||||
Location: 51,30
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor171: e2
|
||||
Location: 52,31
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor172: e2
|
||||
Location: 50,30
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor173: e1
|
||||
Location: 32,41
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor174: e1
|
||||
Location: 31,41
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor175: e1
|
||||
Location: 32,40
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor176: e1
|
||||
Location: 34,40
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor177: e1
|
||||
Location: 18,37
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor178: e1
|
||||
Location: 18,38
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor179: e1
|
||||
Location: 19,37
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor180: e2
|
||||
Location: 40,32
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor181: e2
|
||||
Location: 21,17
|
||||
Owner: GDI
|
||||
Facing: 160
|
||||
SubCell: 1
|
||||
Actor182: e2
|
||||
Location: 11,16
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
SubCell: 2
|
||||
Actor183: e2
|
||||
Location: 21,17
|
||||
Owner: GDI
|
||||
Facing: 160
|
||||
SubCell: 4
|
||||
Actor184: e2
|
||||
Location: 11,16
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
SubCell: 3
|
||||
Actor185: c3
|
||||
Location: 6,9
|
||||
Owner: Civilians
|
||||
Facing: 96
|
||||
SubCell: 1
|
||||
Actor186: c4
|
||||
Location: 6,4
|
||||
Owner: Civilians
|
||||
Facing: 160
|
||||
SubCell: 3
|
||||
Actor187: c5
|
||||
Location: 4,11
|
||||
Owner: Civilians
|
||||
Facing: 32
|
||||
SubCell: 4
|
||||
Actor189: e2
|
||||
Location: 21,4
|
||||
Owner: GDI
|
||||
Facing: 160
|
||||
SubCell: 3
|
||||
Actor190: e2
|
||||
Location: 20,4
|
||||
Owner: GDI
|
||||
Facing: 160
|
||||
SubCell: 1
|
||||
Actor191: e2
|
||||
Location: 27,6
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
SubCell: 4
|
||||
Actor192: e2
|
||||
Location: 27,5
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
SubCell: 3
|
||||
Actor193: e2
|
||||
Location: 42,26
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
SubCell: 1
|
||||
Actor194: e2
|
||||
Location: 40,25
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor195: e1
|
||||
Location: 57,31
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor196: e1
|
||||
Location: 59,30
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor197: e1
|
||||
Location: 58,29
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor198: e2
|
||||
Location: 52,15
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor199: e2
|
||||
Location: 52,14
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor200: e2
|
||||
Location: 52,14
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor201: e2
|
||||
Location: 52,15
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor202: e1
|
||||
Location: 54,14
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor203: e1
|
||||
Location: 54,15
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor204: e1
|
||||
Location: 54,15
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor205: e1
|
||||
Location: 54,14
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor206: e3
|
||||
Location: 55,14
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor207: e3
|
||||
Location: 55,15
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor208: e3
|
||||
Location: 56,15
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor209: e3
|
||||
Location: 56,14
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor244: msam
|
||||
Owner: GDI
|
||||
Location: 54,6
|
||||
Facing: 92
|
||||
TurretFacing: 92
|
||||
waypoint27: waypoint
|
||||
Location: 32,32
|
||||
Owner: Neutral
|
||||
waypoint15: waypoint
|
||||
Location: 51,15
|
||||
Owner: Neutral
|
||||
waypoint14: waypoint
|
||||
Location: 21,39
|
||||
Owner: Neutral
|
||||
waypoint13: waypoint
|
||||
Location: 33,43
|
||||
Owner: Neutral
|
||||
waypoint12: waypoint
|
||||
Location: 44,29
|
||||
Owner: Neutral
|
||||
waypoint11: waypoint
|
||||
Location: 24,26
|
||||
Owner: Neutral
|
||||
waypoint10: waypoint
|
||||
Location: 18,21
|
||||
Owner: Neutral
|
||||
waypoint9: waypoint
|
||||
Location: 23,14
|
||||
Owner: Neutral
|
||||
waypoint8: waypoint
|
||||
Location: 34,13
|
||||
Owner: Neutral
|
||||
waypoint7: waypoint
|
||||
Location: 13,37
|
||||
Owner: Neutral
|
||||
waypoint6: waypoint
|
||||
Location: 34,36
|
||||
Owner: Neutral
|
||||
waypoint5: waypoint
|
||||
Location: 16,31
|
||||
Owner: Neutral
|
||||
waypoint4: waypoint
|
||||
Location: 11,19
|
||||
Owner: Neutral
|
||||
waypoint3: waypoint
|
||||
Location: 32,4
|
||||
Owner: Neutral
|
||||
waypoint2: waypoint
|
||||
Location: 9,5
|
||||
Owner: Neutral
|
||||
waypoint1: waypoint
|
||||
Location: 20,10
|
||||
Owner: Neutral
|
||||
waypoint0: waypoint
|
||||
Location: 40,9
|
||||
Owner: Neutral
|
||||
AttackPath1: waypoint
|
||||
Owner: Neutral
|
||||
Location: 10,21
|
||||
AttackPath2: waypoint
|
||||
Location: 17,21
|
||||
Owner: Neutral
|
||||
CameraEngineerPath: camera
|
||||
Location: 09,20
|
||||
Owner: Neutral
|
||||
CameraIntro: camera
|
||||
Location: 48,23
|
||||
Owner: Neutral
|
||||
FlareEngineer: waypoint
|
||||
Location: 9,4
|
||||
Owner: Neutral
|
||||
FlareRocket: waypoint
|
||||
Location: 20,12
|
||||
Owner: Neutral
|
||||
GDIBuilding1: gtwr
|
||||
Location: 42,11
|
||||
Owner: GDI
|
||||
GDIBuilding2: gtwr
|
||||
Location: 42,7
|
||||
Owner: GDI
|
||||
GDIBuilding3: gtwr
|
||||
Location: 43,17
|
||||
Owner: GDI
|
||||
GDIBuilding4: atwr
|
||||
Owner: GDI
|
||||
Location: 45,6
|
||||
TurretFacing: 92
|
||||
GDIBuilding5: atwr
|
||||
Owner: GDI
|
||||
Location: 45,10
|
||||
TurretFacing: 92
|
||||
GDIBuilding6: silo
|
||||
Location: 59,13
|
||||
Owner: GDI
|
||||
GDIBuilding7: silo
|
||||
Location: 57,13
|
||||
Owner: GDI
|
||||
GDIBuilding8: silo
|
||||
Location: 46,6
|
||||
Owner: GDI
|
||||
GDIBuilding9: silo
|
||||
Location: 46,4
|
||||
Owner: GDI
|
||||
GDIBuilding10: hpad
|
||||
Location: 56,4
|
||||
Owner: GDI
|
||||
GDIBuilding11: hpad
|
||||
Location: 54,4
|
||||
Owner: GDI
|
||||
GDICYard: fact
|
||||
Location: 58,4
|
||||
Owner: GDI
|
||||
GDICYardLocation: waypoint
|
||||
Owner: Neutral
|
||||
Location: 59,6
|
||||
GDIHarvester: harv
|
||||
Owner: GDI
|
||||
Location: 54,12
|
||||
Facing: 92
|
||||
GDIHQ: hq
|
||||
Location: 57,10
|
||||
Owner: GDI
|
||||
GDINuke1: nuke
|
||||
Location: 57,7
|
||||
Owner: GDI
|
||||
GDINuke2: nuke
|
||||
Location: 55,7
|
||||
Owner: GDI
|
||||
GDINuke3: nuke
|
||||
Location: 59,7
|
||||
Owner: GDI
|
||||
GDINuke4: nuke
|
||||
Owner: GDI
|
||||
Location: 59,10
|
||||
GDIOrca1: orca
|
||||
Owner: GDI
|
||||
Location: 51,4
|
||||
Facing: 92
|
||||
GDIOrca2: orca
|
||||
Owner: GDI
|
||||
Location: 53,4
|
||||
Facing: 92
|
||||
GDIProc: proc
|
||||
Owner: GDI
|
||||
Location: 54,10
|
||||
FreeActor: False
|
||||
GDIPyle: pyle
|
||||
Location: 49,4
|
||||
Owner: GDI
|
||||
GDIWeap: weap
|
||||
Location: 51,6
|
||||
Owner: GDI
|
||||
Gunboat: boat
|
||||
Location: 60,58
|
||||
Owner: GDI
|
||||
Facing: 192
|
||||
GunboatLeft: waypoint
|
||||
Owner: Neutral
|
||||
Location: 1,58
|
||||
GunboatRight: waypoint
|
||||
Owner: Neutral
|
||||
Location: 61,58
|
||||
HelicopterEntryEngineer: waypoint
|
||||
Owner: Neutral
|
||||
Location: 1,3
|
||||
HelicopterEntryRmbo: waypoint
|
||||
Owner: Neutral
|
||||
Location: 61,23
|
||||
HelicopterEntryRocket: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,3
|
||||
HelicopterGoalEngineer: waypoint
|
||||
Location: 8,5
|
||||
Owner: Neutral
|
||||
HelicopterGoalRmbo: waypoint
|
||||
Owner: Neutral
|
||||
Location: 58,25
|
||||
HelicopterGoalRocket: waypoint
|
||||
Location: 19,12
|
||||
Owner: Neutral
|
||||
NodCYard: fact
|
||||
Location: 14,48
|
||||
Owner: NodBase
|
||||
OutpostNuke: nukeout.in
|
||||
Location: 19,51
|
||||
Owner: Outpost
|
||||
OutpostProc: procout.in
|
||||
Location: 16,50
|
||||
Owner: Outpost
|
||||
FreeActor: False
|
||||
OutpostHarv: harv
|
||||
Location: 8,49
|
||||
Owner: Outpost
|
||||
Facing: 64
|
||||
|
||||
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
|
||||
|
||||
Weapons: weapons.yaml
|
||||
220
mods/cnc/maps/nod09/nod09-AI.lua
Normal file
220
mods/cnc/maps/nod09/nod09-AI.lua
Normal file
@@ -0,0 +1,220 @@
|
||||
AttackPaths = { { AttackPath1 }, { AttackPath2 } }
|
||||
GDIBase = { GDICYard, GDIPyle, GDIWeap, GDIHQ, GDIProc, GDINuke1, GDINuke2, GDINuke3, GDIBuilding1, GDIBuilding2, GDIBuilding3, GDIBuilding4, GDIBuilding5, GDIBuilding6, GDIBuilding7, GDIBuilding8, GDIBuilding9, GDIBuilding10, GDIBuilding11 }
|
||||
GDIOrcas = { GDIOrca1, GDIOrca2 }
|
||||
InfantryAttackGroup = { }
|
||||
InfantryGroupSize = 5
|
||||
InfantryProductionCooldown = DateTime.Minutes(3)
|
||||
InfantryProductionTypes = { "e1", "e1", "e2" }
|
||||
HarvesterProductionType = { "harv" }
|
||||
VehicleAttackGroup = { }
|
||||
VehicleGroupSize = 5
|
||||
VehicleProductionCooldown = DateTime.Minutes(3)
|
||||
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk", "msam" }
|
||||
StartingCash = 4000
|
||||
|
||||
BaseProc = { type = "proc", pos = CPos.New(54, 10), cost = 1500, exists = true }
|
||||
BaseNuke1 = { type = "nuke", pos = CPos.New(57, 7), cost = 500, exists = true }
|
||||
BaseNuke2 = { type = "nuke", pos = CPos.New(55, 7), cost = 500, exists = true }
|
||||
BaseNuke3 = { type = "nuke", pos = CPos.New(59, 7), cost = 500, exists = true }
|
||||
BaseNuke4 = { type = "nuke", pos = CPos.New(59, 10), cost = 500, exists = true }
|
||||
InfantryProduction = { type = "pyle", pos = CPos.New(49, 4), cost = 500, exists = true }
|
||||
VehicleProduction = { type = "weap", pos = CPos.New(51, 6), cost = 2000, exists = true }
|
||||
|
||||
BaseBuildings = { BaseProc, BaseNuke1, BaseNuke2, BaseNuke3, BaseNuke4, InfantryProduction, VehicleProduction }
|
||||
|
||||
AutoGuard = function(guards)
|
||||
Utils.Do(guards, function(guard)
|
||||
Trigger.OnDamaged(guard, function(guard)
|
||||
IdleHunt(guard)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
BuildBase = function(cyard)
|
||||
Utils.Do(BaseBuildings, function(building)
|
||||
if not building.exists and not cyardIsBuilding then
|
||||
BuildBuilding(building, cyard)
|
||||
return
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
|
||||
end
|
||||
|
||||
BuildBuilding = function(building, cyard)
|
||||
cyardIsBuilding = true
|
||||
|
||||
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
|
||||
cyardIsBuilding = false
|
||||
|
||||
if cyard.IsDead or cyard.Owner ~= enemy then
|
||||
return
|
||||
end
|
||||
|
||||
local actor = Actor.Create(building.type, true, { Owner = enemy, Location = building.pos })
|
||||
enemy.Cash = enemy.Cash - building.cost
|
||||
|
||||
building.exists = true
|
||||
|
||||
if actor.Type == 'pyle' or actor.Type == 'hand' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(actor) end)
|
||||
elseif actor.Type == 'weap' or actor.Type == 'afld' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(actor) end)
|
||||
end
|
||||
|
||||
Trigger.OnKilled(actor, function() building.exists = false end)
|
||||
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
|
||||
end)
|
||||
end
|
||||
|
||||
CheckForHarvester = function()
|
||||
local harv = enemy.GetActorsByType("harv")
|
||||
return #harv > 0
|
||||
end
|
||||
|
||||
GuardBase = function()
|
||||
Utils.Do(GDIBase, function(building)
|
||||
Trigger.OnDamaged(building, function(guard)
|
||||
Utils.Do(GDIOrcas, function(guard)
|
||||
if not guard.IsDead and not building.IsDead then
|
||||
guard.Guard(building)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
IdleHunt = function(unit)
|
||||
if not unit.IsDead then
|
||||
Trigger.OnIdle(unit, unit.Hunt)
|
||||
end
|
||||
end
|
||||
|
||||
IdlingUnits = function(enemy)
|
||||
local lazyUnits = enemy.GetGroundAttackers()
|
||||
|
||||
Utils.Do(lazyUnits, function(unit)
|
||||
IdleHunt(unit)
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceHarvester = function(building)
|
||||
if not buildingHarvester then
|
||||
buildingHarvester = true
|
||||
building.Build(HarvesterProductionType, function()
|
||||
buildingHarvester = false
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
ProduceInfantry = function(building)
|
||||
if building.IsDead then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
|
||||
local toBuild = { Utils.Random(InfantryProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
InfantryAttackGroup[#InfantryAttackGroup + 1] = unit[1]
|
||||
|
||||
if #InfantryAttackGroup >= InfantryGroupSize then
|
||||
SendUnits(InfantryAttackGroup, Path)
|
||||
InfantryAttackGroup = { }
|
||||
Trigger.AfterDelay(InfantryProductionCooldown, function() ProduceInfantry(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceInfantry(building) end)
|
||||
end
|
||||
end)
|
||||
|
||||
end
|
||||
|
||||
ProduceVehicle = function(building)
|
||||
if building.IsDead then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
ProduceHarvester(building)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(building) end)
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
|
||||
local toBuild = { Utils.Random(VehicleProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]
|
||||
|
||||
if #VehicleAttackGroup >= VehicleGroupSize then
|
||||
SendUnits(VehicleAttackGroup, Path)
|
||||
VehicleAttackGroup = { }
|
||||
Trigger.AfterDelay(VehicleProductionCooldown, function() ProduceVehicle(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceVehicle(building) end)
|
||||
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)
|
||||
IdleHunt(unit)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
StartAI = function(cyard)
|
||||
Utils.Do(Map.NamedActors, function(actor)
|
||||
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
enemy.Cash = StartingCash
|
||||
BuildBase(cyard)
|
||||
GuardBase()
|
||||
end
|
||||
|
||||
Trigger.OnAllKilledOrCaptured(GDIBase, function()
|
||||
IdlingUnits(enemy)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIProc, function(building)
|
||||
BaseProc.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke1, function(building)
|
||||
BaseNuke1.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke2, function(building)
|
||||
BaseNuke2.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke3, function(building)
|
||||
BaseNuke3.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke4, function(building)
|
||||
BaseNuke4.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIPyle, function(building)
|
||||
InfantryProduction.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIWeap, function(building)
|
||||
VehicleProduction.exists = false
|
||||
end)
|
||||
276
mods/cnc/maps/nod09/nod09.lua
Normal file
276
mods/cnc/maps/nod09/nod09.lua
Normal file
@@ -0,0 +1,276 @@
|
||||
if Map.Difficulty == "Easy" then
|
||||
Rambo = "rmbo.easy"
|
||||
elseif Map.Difficulty == "Hard" then
|
||||
Rambo = "rmbo.hard"
|
||||
else
|
||||
Rambo = "rmbo"
|
||||
end
|
||||
|
||||
WaypointGroup1 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint7 }
|
||||
WaypointGroup2 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint6 }
|
||||
WaypointGroup3 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11, waypoint12, waypoint6, waypoint13 }
|
||||
Patrol1Waypoints = { waypoint0.Location, waypoint8.Location, waypoint9.Location, waypoint10.Location }
|
||||
Patrol2Waypoints = { waypoint0.Location, waypoint3.Location, waypoint2.Location, waypoint4.Location }
|
||||
|
||||
GDI1 = { units = { ['e2'] = 3, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 40 }
|
||||
GDI2 = { units = { ['e1'] = 2, ['e2'] = 4 }, waypoints = WaypointGroup2, delay = 50 }
|
||||
GDI4 = { units = { ['jeep'] = 2 }, waypoints = WaypointGroup1, delay = 50 }
|
||||
GDI5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 40 }
|
||||
Auto1 = { units = { ['e1'] = 2, ['e3'] = 3 }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto2 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
|
||||
Auto3 = { units = { ['e1'] = 3, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 60 }
|
||||
Auto4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 50 }
|
||||
Auto5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
|
||||
Auto6 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
|
||||
Auto7 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup1, delay = 40 }
|
||||
Auto8 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
|
||||
|
||||
RmboReinforcements = { Rambo }
|
||||
EngineerReinforcements = { "e6", "e6" }
|
||||
RocketReinforcements = { "e3", "e3", "e3", "e3" }
|
||||
|
||||
AutoAttackWaves = { GDI1, GDI2, GDI4, GDI5, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
|
||||
|
||||
NodBaseTrigger = { CPos.New(9, 52), CPos.New(9, 51), CPos.New(9, 50), CPos.New(9, 49), CPos.New(9, 48), CPos.New(9, 47), CPos.New(9, 46), CPos.New(10, 46), CPos.New(11, 46), CPos.New(12, 46), CPos.New(13, 46), CPos.New(14, 46), CPos.New(15, 46), CPos.New(16, 46), CPos.New(17, 46), CPos.New(18, 46), CPos.New(19, 46), CPos.New(20, 46), CPos.New(21, 46), CPos.New(22, 46), CPos.New(23, 46), CPos.New(24, 46), CPos.New(25, 46), CPos.New(25, 47), CPos.New(25, 48), CPos.New(25, 49), CPos.New(25, 50), CPos.New(25, 51), CPos.New(25, 52) }
|
||||
EngineerTrigger = { CPos.New(5, 13), CPos.New(6, 13), CPos.New(7, 13), CPos.New(8, 13), CPos.New(9, 13), CPos.New(10, 13), CPos.New(16, 7), CPos.New(16, 6), CPos.New(16, 5), CPos.New(16, 4), CPos.New(16, 3)}
|
||||
RocketTrigger = { CPos.New(20, 15), CPos.New(21, 15), CPos.New(22, 15), CPos.New(23, 15), CPos.New(24, 15), CPos.New(25, 15), CPos.New(26, 15), CPos.New(32, 15), CPos.New(32, 14), CPos.New(32, 13), CPos.New(32, 12), CPos.New(32, 11)}
|
||||
|
||||
GunboatPatrolPath = { GunboatLeft.Location, GunboatRight.Location }
|
||||
|
||||
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
|
||||
|
||||
CheckForSams = function(player)
|
||||
local sams = player.GetActorsByType("sam")
|
||||
return #sams >= 3
|
||||
end
|
||||
|
||||
searches = 0
|
||||
getAirstrikeTarget = function()
|
||||
local list = player.GetGroundAttackers()
|
||||
|
||||
if #list == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
local target = list[DateTime.GameTime % #list + 1].CenterPosition
|
||||
|
||||
local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)
|
||||
return actor.Type == "sam" end)
|
||||
|
||||
if #sams == 0 then
|
||||
searches = 0
|
||||
return target
|
||||
elseif searches < 6 then
|
||||
searches = searches + 1
|
||||
return getAirstrikeTarget()
|
||||
else
|
||||
searches = 0
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
SendAttackWave = function(team)
|
||||
for type, amount in pairs(team.units) do
|
||||
count = 0
|
||||
local actors = enemy.GetActorsByType(type)
|
||||
Utils.Do(actors, function(actor)
|
||||
if actor.IsIdle and count < amount then
|
||||
SetAttackWaypoints(actor, team.waypoints)
|
||||
IdleHunt(actor)
|
||||
count = count + 1
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
SetAttackWaypoints = function(actor, waypoints)
|
||||
if not actor.IsDead then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
actor.AttackMove(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
SendGDIAirstrike = function(hq, delay)
|
||||
if not hq.IsDead and hq.Owner == enemy then
|
||||
local target = getAirstrikeTarget()
|
||||
|
||||
if target then
|
||||
hq.SendAirstrike(target, false, Facing.NorthEast + 4)
|
||||
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SendWaves = function(counter, Waves)
|
||||
if counter <= #Waves then
|
||||
local team = Waves[counter]
|
||||
SendAttackWave(team)
|
||||
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
|
||||
end
|
||||
end
|
||||
|
||||
StartPatrols = function()
|
||||
local mtnks = enemy.GetActorsByType("mtnk")
|
||||
local msams = enemy.GetActorsByType("msam")
|
||||
|
||||
if #mtnks >= 1 then
|
||||
mtnks[1].Patrol(Patrol1Waypoints, true, 20)
|
||||
end
|
||||
|
||||
if #msams >= 1 then
|
||||
msams[1].Patrol(Patrol2Waypoints, true, 20)
|
||||
end
|
||||
end
|
||||
|
||||
StartWaves = function()
|
||||
SendWaves(1, AutoAttackWaves)
|
||||
end
|
||||
|
||||
Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
|
||||
if not nodBaseTrigger and a.Owner == player then
|
||||
nodBaseTrigger = true
|
||||
player.MarkCompletedObjective(NodObjective3)
|
||||
NodCYard.Owner = player
|
||||
|
||||
local walls = nodBase.GetActorsByType("brik")
|
||||
Utils.Do(walls, function(actor)
|
||||
actor.Owner = player
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||
Media.PlaySpeechNotification(player, "NewOptions")
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(RocketTrigger, function(a, id)
|
||||
if not rocketTrigger and a.Owner == player then
|
||||
rocketTrigger = true
|
||||
player.MarkCompletedObjective(NodObjective1)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.ReinforceWithTransport(player, 'tran.in', RocketReinforcements, { HelicopterEntryRocket.Location, HelicopterGoalRocket.Location }, { HelicopterEntryRocket.Location }, nil, nil)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
FlareEngineerCamera1 = Actor.Create("camera", true, { Owner = player, Location = FlareEngineer.Location })
|
||||
FlareEngineerCamera2 = Actor.Create("camera", true, { Owner = player, Location = CameraEngineerPath.Location })
|
||||
FlareEngineer = Actor.Create("flare", true, { Owner = player, Location = FlareEngineer.Location })
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function()
|
||||
FlareRocketCamera.Destroy()
|
||||
FlareRocket.Destroy()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(EngineerTrigger, function(a, id)
|
||||
if not engineerTrigger and a.Owner == player then
|
||||
engineerTrigger = true
|
||||
player.MarkCompletedObjective(NodObjective2)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.ReinforceWithTransport(player, 'tran.in', EngineerReinforcements, { HelicopterEntryEngineer.Location, HelicopterGoalEngineer.Location }, { HelicopterEntryEngineer.Location }, nil, nil)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function()
|
||||
FlareEngineerCamera1.Destroy()
|
||||
FlareEngineerCamera2.Destroy()
|
||||
FlareEngineer.Destroy()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnKilledOrCaptured(OutpostProc, function()
|
||||
if not outpostCaptured then
|
||||
outpostCaptured = true
|
||||
|
||||
if OutpostProc.IsDead then
|
||||
player.MarkFailedObjective(NodObjective4)
|
||||
else
|
||||
player.MarkCompletedObjective(NodObjective4)
|
||||
player.Cash = 1000
|
||||
end
|
||||
|
||||
StartPatrols()
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function() StartWaves() end)
|
||||
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceInfantry(GDIPyle) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(Gunboat, function()
|
||||
GunboatCamera.Destroy()
|
||||
end)
|
||||
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("Nod")
|
||||
enemy = Player.GetPlayer("GDI")
|
||||
nodBase = Player.GetPlayer("NodBase")
|
||||
|
||||
Camera.Position = CameraIntro.CenterPosition
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.ReinforceWithTransport(player, 'tran.in', RmboReinforcements, { HelicopterEntryRmbo.Location, HelicopterGoalRmbo.Location }, { HelicopterEntryRmbo.Location }, nil, nil)
|
||||
FlareRocketCamera = Actor.Create("camera", true, { Owner = player, Location = FlareRocket.Location })
|
||||
FlareRocket = Actor.Create("flare", true, { Owner = player, Location = FlareRocket.Location })
|
||||
|
||||
StartAI(GDICYard)
|
||||
AutoGuard(enemy.GetGroundAttackers())
|
||||
|
||||
GunboatCamera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat.Location })
|
||||
Trigger.OnIdle(Gunboat, function() Gunboat.Patrol(GunboatPatrolPath) end)
|
||||
|
||||
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")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveFailed(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
NodObjective1 = player.AddPrimaryObjective("Secure the first landing zone.")
|
||||
NodObjective2 = player.AddPrimaryObjective("Secure the second landing zone.")
|
||||
NodObjective3 = player.AddPrimaryObjective("Locate the Nod base.")
|
||||
NodObjective4 = player.AddPrimaryObjective("Capture the refinery.")
|
||||
NodObjective5 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
|
||||
NodObjective6 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.")
|
||||
GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if not Gunboat.IsDead then
|
||||
GunboatCamera.Teleport(Gunboat.Location)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
|
||||
enemy.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
|
||||
player.MarkCompletedObjective(NodObjective5)
|
||||
end
|
||||
|
||||
if not player.IsObjectiveCompleted(NodObjective6) and CheckForSams(player) then
|
||||
player.MarkCompletedObjective(NodObjective6)
|
||||
end
|
||||
end
|
||||
192
mods/cnc/maps/nod09/rules.yaml
Normal file
192
mods/cnc/maps/nod09/rules.yaml
Normal file
@@ -0,0 +1,192 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: nod09.lua, nod09-AI.lua
|
||||
MusicPlaylist:
|
||||
StartingMusic: march
|
||||
VictoryMusic: nod_win1
|
||||
MissionData:
|
||||
Briefing: GDI is attempting to retake Egypt.\n\nUse every available resource in your efforts to stop them.\n\nThe populace has once again swayed in support of GDI forces, so show no mercy in dealing with the villagers.
|
||||
LossVideo: banner.vqa
|
||||
BriefingVideo: nod9.vqa
|
||||
MapOptions:
|
||||
Difficulties: Easy, Normal, Hard
|
||||
SmudgeLayer@SCORCH:
|
||||
InitialSmudges:
|
||||
20,55: sc2,0
|
||||
16,55: sc1,0
|
||||
14,55: sc5,0
|
||||
9,55: sc6,0
|
||||
20,54: sc5,0
|
||||
16,54: sc4,0
|
||||
22,53: sc3,0
|
||||
8,53: sc4,0
|
||||
8,52: sc3,0
|
||||
12,51: sc2,0
|
||||
SmudgeLayer@CRATER:
|
||||
InitialSmudges:
|
||||
21,55: cr1,0
|
||||
15,55: cr1,0
|
||||
8,55: cr1,0
|
||||
8,54: cr1,0
|
||||
7,54: cr1,0
|
||||
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 0
|
||||
|
||||
^Bridge:
|
||||
DamageMultiplier@INVULNERABLE:
|
||||
Modifier: 0
|
||||
|
||||
BRIDGEHUT:
|
||||
-Targetable:
|
||||
|
||||
NUK2:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
BRIK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
EYE:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
GUN:
|
||||
Buildable:
|
||||
Queue: Defence.Nod
|
||||
|
||||
OBLI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TMPL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E2:
|
||||
Buildable:
|
||||
Prerequisites: ~pyle
|
||||
|
||||
E5:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HARV:
|
||||
Harvester:
|
||||
SearchFromOrderRadius: 45
|
||||
|
||||
HTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
RMBO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MLRS:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~weap
|
||||
|
||||
MSAM:
|
||||
Buildable:
|
||||
Prerequisites: ~weap
|
||||
|
||||
HELI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
STNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
GTWR:
|
||||
Buildable:
|
||||
Queue: Defence.GDI
|
||||
|
||||
SBAG:
|
||||
Buildable:
|
||||
Queue: Defence.GDI, Defence.Nod
|
||||
|
||||
HQ:
|
||||
AirstrikePower:
|
||||
Prerequisites: gdi
|
||||
SquadSize: 2
|
||||
|
||||
BOAT:
|
||||
Health:
|
||||
HP: 1500
|
||||
AutoTarget:
|
||||
InitialStance: AttackAnything
|
||||
RejectsOrders:
|
||||
Except: Attack
|
||||
|
||||
TRAN.IN:
|
||||
Inherits: TRAN
|
||||
RejectsOrders:
|
||||
-Selectable:
|
||||
RenderSprites:
|
||||
Image: TRAN
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
Camera.Boat:
|
||||
AlwaysVisible:
|
||||
Mobile:
|
||||
TerrainSpeeds:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
ScriptTriggers:
|
||||
|
||||
NUKEOUT.IN:
|
||||
Inherits: NUKE
|
||||
RenderSprites:
|
||||
Image: nuke
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: anypower
|
||||
Capturable:
|
||||
CaptureThreshold: 100
|
||||
|
||||
PROCOUT.IN:
|
||||
Inherits: PROC
|
||||
RenderSprites:
|
||||
Image: proc
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: proc
|
||||
Capturable:
|
||||
CaptureThreshold: 100
|
||||
|
||||
RMBO.easy:
|
||||
Inherits: RMBO
|
||||
Health:
|
||||
HP: 300
|
||||
SelfHealing:
|
||||
Delay: 10
|
||||
HealIfBelow: 50
|
||||
DamageCooldown: 200
|
||||
RenderSprites:
|
||||
Image: RMBO
|
||||
|
||||
RMBO.hard:
|
||||
Inherits: RMBO
|
||||
-AutoTarget:
|
||||
-AttackMove:
|
||||
RenderSprites:
|
||||
Image: RMBO
|
||||
2
mods/cnc/maps/nod09/weapons.yaml
Normal file
2
mods/cnc/maps/nod09/weapons.yaml
Normal file
@@ -0,0 +1,2 @@
|
||||
BoatMissile:
|
||||
Range: 5c0
|
||||
@@ -25,6 +25,7 @@ Nod Campaign:
|
||||
./mods/cnc/maps/nod07b
|
||||
./mods/cnc/maps/nod08a
|
||||
./mods/cnc/maps/nod08b
|
||||
./mods/cnc/maps/nod09
|
||||
|
||||
Funpark Campaign:
|
||||
./mods/cnc/maps/funpark01
|
||||
|
||||
Reference in New Issue
Block a user