Merge pull request #4386 from Mailaender/gdi01-lua
Ported first GDI mission to Lua
This commit is contained in:
@@ -1,221 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Missions
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{
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class Gdi01ScriptInfo : TraitInfo<Gdi01Script> { }
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class Gdi01Script : IWorldLoaded, ITick
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{
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Dictionary<string, Actor> actors;
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Dictionary<string, Player> players;
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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players = w.Players.ToDictionary(p => p.InternalName);
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actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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var b = w.Map.Bounds;
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wr.Viewport.Center(new CPos(b.Left + b.Width / 2, b.Top + b.Height / 2).CenterPosition);
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Action afterFMV = () =>
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{
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Sound.PlayMusic(Rules.Music["aoi"]);
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started = true;
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "gdi1.vqa", () =>
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Media.PlayFMVFullscreen(w, "landing.vqa", afterFMV)));
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}
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public void OnVictory(World w)
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{
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Action afterFMV = () =>
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{
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players["GoodGuy"].WinState = WinState.Won;
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started = false;
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Sound.StopMusic();
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Sound.PlayToPlayer(players["GoodGuy"], "accom1.aud");
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
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}
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public void OnLose(World w)
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{
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Action afterFMV = () =>
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{
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players["GoodGuy"].WinState = WinState.Lost;
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started = false;
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Sound.StopMusic();
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Sound.PlayToPlayer(players["GoodGuy"], "fail1.aud");
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
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}
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int ticks = 0;
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bool started = false;
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int lastBadCount = -1;
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public void Tick(Actor self)
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{
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if (!started)
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return;
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if (ticks == 0)
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{
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SetGunboatPath();
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self.World.AddFrameEndTask(w =>
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{
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// Initial Nod reinforcements
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foreach (var i in new[] { "e1", "e1" })
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{
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var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit(players["BadGuy"]),
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new FacingInit(0),
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new LocationInit(actors["nod0"].Location),
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});
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var mobile = a.Trait<Mobile>();
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a.QueueActivity(mobile.MoveTo(actors["nod1"].Location, 2));
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a.QueueActivity(mobile.MoveTo(actors["nod2"].Location, 2));
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a.QueueActivity(mobile.MoveTo(actors["nod3"].Location, 2));
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// TODO: Queue hunt order
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}
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});
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}
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// GoodGuy win conditions
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// BadGuy is dead
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var badcount = self.World.Actors.Count(a => a != a.Owner.PlayerActor &&
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a.Owner == players["BadGuy"] && !a.IsDead());
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if (badcount != lastBadCount)
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{
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Game.Debug("{0} badguys remain".F(badcount));
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lastBadCount = badcount;
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if (badcount == 0)
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OnVictory(self.World);
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}
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// GoodGuy lose conditions: MCV/cyard must survive
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var hasAnything = self.World.ActorsWithTrait<MustBeDestroyed>()
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.Any(a => a.Actor.Owner == players["GoodGuy"]);
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if (!hasAnything)
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OnLose(self.World);
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// GoodGuy reinforcements
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if (ticks == 25 * 5)
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{
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ReinforceFromSea(self.World,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] { "e1", "e1", "e1" },
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players["GoodGuy"]);
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}
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if (ticks == 25 * 15)
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{
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ReinforceFromSea(self.World,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] { "e1", "e1", "e1" },
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players["GoodGuy"]);
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}
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if (ticks == 25 * 30)
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{
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ReinforceFromSea(self.World,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] { "jeep" },
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players["GoodGuy"]);
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}
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if (ticks == 25 * 60)
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{
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ReinforceFromSea(self.World,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] { "jeep" },
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players["GoodGuy"]);
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}
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ticks++;
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}
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void SetGunboatPath()
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{
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var self = actors["Gunboat"];
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var mobile = self.Trait<Mobile>();
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self.Trait<AutoTarget>().stance = UnitStance.AttackAnything; // TODO: this is ignored
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self.QueueActivity(mobile.ScriptedMove(actors["gunboatLeft"].Location));
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self.QueueActivity(mobile.ScriptedMove(actors["gunboatRight"].Location));
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self.QueueActivity(new CallFunc(() => SetGunboatPath()));
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}
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void ReinforceFromSea(World world, CPos startPos, CPos endPos, CPos unload, string[] items, Player player)
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{
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world.AddFrameEndTask(w =>
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{
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Sound.PlayToPlayer(w.LocalPlayer, "reinfor1.aud");
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var a = w.CreateActor("lst", new TypeDictionary
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{
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new LocationInit(startPos),
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new OwnerInit(player),
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new FacingInit(0),
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});
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var mobile = a.Trait<Mobile>();
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var cargo = a.Trait<Cargo>();
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foreach (var i in items)
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cargo.Load(a, world.CreateActor(false, i.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit(player),
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new FacingInit(0),
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}));
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a.CancelActivity();
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a.QueueActivity(mobile.ScriptedMove(endPos));
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a.QueueActivity(new CallFunc(() =>
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{
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while (!cargo.IsEmpty(a))
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{
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var b = cargo.Unload(a);
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world.AddFrameEndTask(w2 =>
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{
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if (b.Destroyed) return;
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w2.Add(b);
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b.TraitsImplementing<IPositionable>().FirstOrDefault().SetPosition(b, a.Location);
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b.QueueActivity(mobile.MoveTo(unload, 2));
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});
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}
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}));
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a.QueueActivity(new Wait(25));
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a.QueueActivity(mobile.ScriptedMove(startPos));
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a.QueueActivity(new RemoveSelf());
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});
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}
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}
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}
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@@ -77,7 +77,6 @@
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<Compile Include="CncMenuPaletteEffect.cs" />
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<Compile Include="CncMenuPaletteEffect.cs" />
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<Compile Include="Effects\IonCannon.cs" />
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<Compile Include="Effects\IonCannon.cs" />
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<Compile Include="IonCannonPower.cs" />
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<Compile Include="IonCannonPower.cs" />
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<Compile Include="Missions\Gdi01Script.cs" />
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<Compile Include="Missions\Nod01Script.cs" />
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<Compile Include="Missions\Nod01Script.cs" />
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<Compile Include="PoisonedByTiberium.cs" />
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<Compile Include="PoisonedByTiberium.cs" />
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<Compile Include="ProductionAirdrop.cs" />
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<Compile Include="ProductionAirdrop.cs" />
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@@ -26,18 +26,18 @@ Options:
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Shroud: True
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Shroud: True
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AllyBuildRadius: False
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AllyBuildRadius: False
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FragileAlliances: False
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FragileAlliances: False
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StartingCash: 500
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StartingCash: 5000
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ConfigurableStartingUnits: False
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ConfigurableStartingUnits: False
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Players:
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Players:
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PlayerReference@BadGuy:
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PlayerReference@Nod:
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Name: BadGuy
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Name: Nod
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Race: nod
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Race: nod
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ColorRamp: 3,255,127
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ColorRamp: 3,255,127
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Allies: BadGuy
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Allies: Nod
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Enemies: GoodGuy,Creeps
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Enemies: GDI,Creeps
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PlayerReference@GoodGuy:
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PlayerReference@GDI:
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Name: GoodGuy
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Name: GDI
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Playable: True
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Playable: True
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AllowBots: False
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AllowBots: False
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Required: True
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Required: True
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@@ -47,8 +47,8 @@ Players:
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ColorRamp: 31,222,183
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ColorRamp: 31,222,183
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LockSpawn: True
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LockSpawn: True
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LockTeam: True
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LockTeam: True
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Allies: GoodGuy
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Allies: GDI
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Enemies: BadGuy,Creeps
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Enemies: Nod,Creeps
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PlayerReference@Neutral:
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PlayerReference@Neutral:
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Name: Neutral
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Name: Neutral
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OwnsWorld: True
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OwnsWorld: True
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@@ -58,7 +58,7 @@ Players:
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Name: Creeps
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Name: Creeps
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NonCombatant: True
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NonCombatant: True
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Race: Random
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Race: Random
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Enemies: BadGuy,GoodGuy
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Enemies: Nod,GDI
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Actors:
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Actors:
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Actor0: sbag
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Actor0: sbag
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@@ -312,110 +312,110 @@ Actors:
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Owner: Neutral
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Owner: Neutral
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Actor83: gun
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Actor83: gun
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Location: 46,55
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Location: 46,55
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Owner: BadGuy
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Owner: Nod
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Health: 0.5
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Health: 0.5
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Facing: 160
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Facing: 160
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Actor84: gun
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Actor84: gun
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Location: 41,55
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Location: 41,55
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Owner: BadGuy
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Owner: Nod
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Health: 0.5
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Health: 0.5
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Facing: 160
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Facing: 160
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Actor85: gun
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Actor85: gun
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Location: 49,55
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Location: 49,55
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Owner: BadGuy
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Owner: Nod
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Health: 0.1875
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Health: 0.1875
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Facing: 160
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Facing: 160
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mcv: mcv
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mcv: mcv
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Location: 56,53
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Location: 56,53
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Owner: GoodGuy
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Owner: GDI
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Health: 1
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Health: 1
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Facing: 0
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Facing: 0
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Gunboat: boat
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Gunboat: boat
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Location: 53,59
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Location: 53,59
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Owner: GoodGuy
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Owner: GDI
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Health: 1
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Health: 1
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Facing: 64
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Facing: 64
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Actor88: e1
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Actor88: e1
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Location: 56,55
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Location: 56,55
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Owner: GoodGuy
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Owner: GDI
|
||||||
Health: 1
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Health: 1
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||||||
Facing: 0
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Facing: 0
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||||||
SubCell: 2
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SubCell: 2
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Actor89: e1
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Actor89: e1
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||||||
Location: 56,55
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Location: 56,55
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||||||
Owner: GoodGuy
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Owner: GDI
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||||||
Health: 1
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Health: 1
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||||||
Facing: 0
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Facing: 0
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||||||
SubCell: 4
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SubCell: 4
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||||||
Actor90: e1
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Actor90: e1
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||||||
Location: 56,55
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Location: 56,55
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||||||
Owner: GoodGuy
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Owner: GDI
|
||||||
Health: 1
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Health: 1
|
||||||
Facing: 0
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Facing: 0
|
||||||
SubCell: 3
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SubCell: 3
|
||||||
Actor91: e1
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Actor91: e1
|
||||||
Location: 56,55
|
Location: 56,55
|
||||||
Owner: GoodGuy
|
Owner: GDI
|
||||||
Health: 1
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Health: 1
|
||||||
Facing: 0
|
Facing: 0
|
||||||
SubCell: 1
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SubCell: 1
|
||||||
Actor92: e1
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Actor92: e1
|
||||||
Location: 57,45
|
Location: 57,45
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 160
|
Facing: 160
|
||||||
SubCell: 2
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SubCell: 2
|
||||||
Actor93: e1
|
Actor93: e1
|
||||||
Location: 56,41
|
Location: 56,41
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 192
|
Facing: 192
|
||||||
SubCell: 2
|
SubCell: 2
|
||||||
Actor94: e1
|
Actor94: e1
|
||||||
Location: 48,41
|
Location: 48,41
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 96
|
Facing: 96
|
||||||
SubCell: 3
|
SubCell: 3
|
||||||
Actor95: e1
|
Actor95: e1
|
||||||
Location: 59,45
|
Location: 59,45
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 160
|
Facing: 160
|
||||||
SubCell: 1
|
SubCell: 1
|
||||||
Actor96: e1
|
Actor96: e1
|
||||||
Location: 46,50
|
Location: 46,50
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 96
|
Facing: 96
|
||||||
SubCell: 3
|
SubCell: 3
|
||||||
Actor97: e1
|
Actor97: e1
|
||||||
Location: 48,47
|
Location: 48,47
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 96
|
Facing: 96
|
||||||
SubCell: 1
|
SubCell: 1
|
||||||
Actor98: e1
|
Actor98: e1
|
||||||
Location: 38,43
|
Location: 38,43
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 128
|
Facing: 128
|
||||||
SubCell: 4
|
SubCell: 4
|
||||||
Actor99: e1
|
Actor99: e1
|
||||||
Location: 38,43
|
Location: 38,43
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 128
|
Facing: 128
|
||||||
SubCell: 1
|
SubCell: 1
|
||||||
Actor100: e1
|
Actor100: e1
|
||||||
Location: 48,41
|
Location: 48,41
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 96
|
Facing: 96
|
||||||
SubCell: 2
|
SubCell: 2
|
||||||
Actor101: e1
|
Actor101: e1
|
||||||
Location: 41,39
|
Location: 41,39
|
||||||
Owner: BadGuy
|
Owner: Nod
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 96
|
Facing: 96
|
||||||
SubCell: 4
|
SubCell: 4
|
||||||
@@ -454,9 +454,15 @@ Rules:
|
|||||||
-SpawnMPUnits:
|
-SpawnMPUnits:
|
||||||
-MPStartLocations:
|
-MPStartLocations:
|
||||||
-CrateSpawner:
|
-CrateSpawner:
|
||||||
Gdi01Script:
|
PlayMusicOnMapLoad:
|
||||||
|
Music: aoi
|
||||||
|
Loop: false
|
||||||
|
LuaScriptInterface:
|
||||||
|
LuaScripts: mission.lua
|
||||||
Player:
|
Player:
|
||||||
-ConquestVictoryConditions:
|
-ConquestVictoryConditions:
|
||||||
|
^Infantry:
|
||||||
|
MustBeDestroyed:
|
||||||
PROC:
|
PROC:
|
||||||
-Buildable:
|
-Buildable:
|
||||||
SILO:
|
SILO:
|
||||||
@@ -475,6 +481,7 @@ Rules:
|
|||||||
-Buildable:
|
-Buildable:
|
||||||
GUN:
|
GUN:
|
||||||
-Buildable:
|
-Buildable:
|
||||||
|
MustBeDestroyed:
|
||||||
GTWR:
|
GTWR:
|
||||||
-Buildable:
|
-Buildable:
|
||||||
ATWR:
|
ATWR:
|
||||||
@@ -488,10 +495,24 @@ Rules:
|
|||||||
RMBO:
|
RMBO:
|
||||||
-Buildable:
|
-Buildable:
|
||||||
BOAT:
|
BOAT:
|
||||||
Mobile:
|
Health:
|
||||||
OnRails: false
|
HP: 1000
|
||||||
|
AutoTarget:
|
||||||
|
InitialStance: AttackAnything
|
||||||
|
RejectsOrders:
|
||||||
|
Except: Attack
|
||||||
|
OLDLST:
|
||||||
|
Inherits: LST
|
||||||
|
-WithRoof:
|
||||||
|
|
||||||
Sequences:
|
Sequences:
|
||||||
|
oldlst:
|
||||||
|
idle: lst
|
||||||
|
Start: 0
|
||||||
|
Facings: 1
|
||||||
|
unload: lst
|
||||||
|
Start: 0
|
||||||
|
Facings: 1
|
||||||
|
|
||||||
VoxelSequences:
|
VoxelSequences:
|
||||||
|
|
||||||
|
|||||||
59
mods/cnc/maps/gdi01/mission.lua
Normal file
59
mods/cnc/maps/gdi01/mission.lua
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
InfantryReinforcements = { "e1", "e1", "e1" }
|
||||||
|
VehicleReinforcements = { "jeep" }
|
||||||
|
NodPatrol = { "e1", "e1" }
|
||||||
|
|
||||||
|
MissionAccomplished = function()
|
||||||
|
Mission.MissionOver({ player }, nil, false)
|
||||||
|
Media.PlayMovieFullscreen("consyard.vqa")
|
||||||
|
end
|
||||||
|
|
||||||
|
MissionFailed = function()
|
||||||
|
Mission.MissionOver(nil, { player }, false)
|
||||||
|
Media.PlayMovieFullscreen("gameover.vqa")
|
||||||
|
end
|
||||||
|
|
||||||
|
SendNodPatrol = function()
|
||||||
|
local patrol = Reinforcements.Reinforce(enemy, NodPatrol, nod0.Location, nod1.Location, 0)
|
||||||
|
Utils.Do(patrol, function(soldier)
|
||||||
|
Actor.Move(soldier, nod2.Location)
|
||||||
|
Actor.Move(soldier, nod3.Location)
|
||||||
|
Actor.Hunt(soldier)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
SetGunboatPath = function()
|
||||||
|
Actor.AttackMove(Gunboat, gunboatLeft.Location)
|
||||||
|
Actor.AttackMove(Gunboat, gunboatRight.Location)
|
||||||
|
end
|
||||||
|
|
||||||
|
ReinforceFromSea = function(passengers)
|
||||||
|
local hovercraft, troops = Reinforcements.Insert(player, "oldlst", passengers, { lstStart.Location, lstEnd.Location }, { lstStart.Location })
|
||||||
|
Media.PlaySpeechNotification("Reinforce")
|
||||||
|
end
|
||||||
|
|
||||||
|
WorldLoaded = function()
|
||||||
|
player = OpenRA.GetPlayer("GDI")
|
||||||
|
enemy = OpenRA.GetPlayer("Nod")
|
||||||
|
|
||||||
|
Media.PlayMovieFullscreen("gdi1.vqa", function() Media.PlayMovieFullscreen("landing.vqa") end)
|
||||||
|
|
||||||
|
SendNodPatrol()
|
||||||
|
|
||||||
|
OpenRA.RunAfterDelay(25 * 5, function() ReinforceFromSea(InfantryReinforcements) end)
|
||||||
|
OpenRA.RunAfterDelay(25 * 15, function() ReinforceFromSea(InfantryReinforcements) end)
|
||||||
|
OpenRA.RunAfterDelay(25 * 30, function() ReinforceFromSea(VehicleReinforcements) end)
|
||||||
|
OpenRA.RunAfterDelay(25 * 60, function() ReinforceFromSea(VehicleReinforcements) end)
|
||||||
|
end
|
||||||
|
|
||||||
|
Tick = function()
|
||||||
|
if Actor.IsIdle(Gunboat) then
|
||||||
|
SetGunboatPath()
|
||||||
|
end
|
||||||
|
|
||||||
|
if Mission.RequiredUnitsAreDestroyed(player) then
|
||||||
|
MissionFailed()
|
||||||
|
end
|
||||||
|
if Mission.RequiredUnitsAreDestroyed(enemy) then
|
||||||
|
MissionAccomplished()
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -284,7 +284,7 @@
|
|||||||
Water: 100
|
Water: 100
|
||||||
SelectionDecorations:
|
SelectionDecorations:
|
||||||
Selectable:
|
Selectable:
|
||||||
Voice: GenericVoice
|
Voice: VehicleVoice
|
||||||
TargetableUnit:
|
TargetableUnit:
|
||||||
TargetTypes: Ground, Water
|
TargetTypes: Ground, Water
|
||||||
HiddenUnderFog:
|
HiddenUnderFog:
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
GenericVoice:
|
GenericVoice:
|
||||||
Variants:
|
Variants:
|
||||||
nod: .v01,.v03
|
nod: .v01,.v03
|
||||||
gdi: .v01,.v03
|
gdi: .v01,.v03
|
||||||
@@ -8,27 +8,27 @@ GenericVoice:
|
|||||||
Die: nuyell1,nuyell3,nuyell4,nuyell5
|
Die: nuyell1,nuyell3,nuyell4,nuyell5
|
||||||
DisableVariants: Die
|
DisableVariants: Die
|
||||||
|
|
||||||
VehicleVoice:
|
VehicleVoice:
|
||||||
Variants:
|
Variants:
|
||||||
nod: .v00,.v02
|
nod: .v00,.v02
|
||||||
gdi: .v00,.v02
|
gdi: .v00,.v02
|
||||||
Voices:
|
Voices:
|
||||||
Select: vehic1,yessir1,report1,await1,unit1
|
Select: vehic1,yessir1,report1,await1,unit1
|
||||||
Move: ackno,affirm1,movout1
|
Move: ackno,affirm1,movout1
|
||||||
|
|
||||||
CivilianMaleVoice:
|
CivilianMaleVoice:
|
||||||
Voices:
|
Voices:
|
||||||
Select: guyyeah1
|
Select: guyyeah1
|
||||||
Move: guyokay1
|
Move: guyokay1
|
||||||
Die: nuyell1,nuyell3,nuyell4,nuyell5
|
Die: nuyell1,nuyell3,nuyell4,nuyell5
|
||||||
|
|
||||||
CivilianFemaleVoice:
|
CivilianFemaleVoice:
|
||||||
Voices:
|
Voices:
|
||||||
Select: girlyeah
|
Select: girlyeah
|
||||||
Move: girlokay
|
Move: girlokay
|
||||||
Die: nuyell1,nuyell3,nuyell4,nuyell5
|
Die: nuyell1,nuyell3,nuyell4,nuyell5
|
||||||
|
|
||||||
CommandoVoice:
|
CommandoVoice:
|
||||||
Voices:
|
Voices:
|
||||||
Select: yeah1,yes1,yo1
|
Select: yeah1,yes1,yo1
|
||||||
Move: cmon1,onit1,gotit1
|
Move: cmon1,onit1,gotit1
|
||||||
|
|||||||
@@ -34,15 +34,13 @@ end
|
|||||||
|
|
||||||
Tick = function()
|
Tick = function()
|
||||||
Mission.TickTakeOre(ussr)
|
Mission.TickTakeOre(ussr)
|
||||||
|
|
||||||
if not Mission.MissionIsOver then
|
if Mission.RequiredUnitsAreDestroyed(player) then
|
||||||
if Mission.RequiredUnitsAreDestroyed(player) then
|
MissionFailed()
|
||||||
MissionFailed()
|
end
|
||||||
end
|
if not trucksSent and Mission.RequiredUnitsAreDestroyed(ussr) and Mission.RequiredUnitsAreDestroyed(badGuy) then
|
||||||
if not trucksSent and Mission.RequiredUnitsAreDestroyed(ussr) and Mission.RequiredUnitsAreDestroyed(badGuy) then
|
SendTrucks()
|
||||||
SendTrucks()
|
trucksSent = true
|
||||||
trucksSent = true
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user