@@ -539,7 +539,7 @@ Actors:
|
|||||||
SubCell: 4
|
SubCell: 4
|
||||||
Actor101: c1
|
Actor101: c1
|
||||||
Location: 16,36
|
Location: 16,36
|
||||||
Owner: GDI
|
Owner: Neutral
|
||||||
Health: 1
|
Health: 1
|
||||||
Facing: 192
|
Facing: 192
|
||||||
SubCell: 4
|
SubCell: 4
|
||||||
@@ -645,10 +645,14 @@ Rules:
|
|||||||
-CrateSpawner:
|
-CrateSpawner:
|
||||||
-SpawnMPUnits:
|
-SpawnMPUnits:
|
||||||
-MPStartLocations:
|
-MPStartLocations:
|
||||||
LuaScriptInterface:
|
LuaScript:
|
||||||
LuaScripts: nod03b.lua
|
Scripts: nod03b.lua
|
||||||
ObjectivesPanel:
|
ObjectivesPanel:
|
||||||
PanelName: MISSION_OBJECTIVES
|
PanelName: MISSION_OBJECTIVES
|
||||||
|
^Infantry:
|
||||||
|
MustBeDestroyed:
|
||||||
|
^Vehicle:
|
||||||
|
MustBeDestroyed:
|
||||||
NUK2:
|
NUK2:
|
||||||
Buildable:
|
Buildable:
|
||||||
Prerequisites: ~disabled
|
Prerequisites: ~disabled
|
||||||
@@ -704,6 +708,7 @@ Rules:
|
|||||||
Tooltip:
|
Tooltip:
|
||||||
Name: Prison
|
Name: Prison
|
||||||
Capturable:
|
Capturable:
|
||||||
|
CaptureThreshold: 1
|
||||||
HQ.NOAIRSTRIKE:
|
HQ.NOAIRSTRIKE:
|
||||||
RequiresPower:
|
RequiresPower:
|
||||||
CanPowerDown:
|
CanPowerDown:
|
||||||
|
|||||||
@@ -1,65 +1,67 @@
|
|||||||
FirstAttackWave = { "e1", "e1", "e2", }
|
FirstAttackWaveUnits = { "e1", "e1", "e2" }
|
||||||
SecondAttackWave = { "e1", "e1", "e1", }
|
SecondAttackWaveUnits = { "e1", "e1", "e1" }
|
||||||
ThirdAttackWave = { "e1", "e1", "e1", "e2", }
|
ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
|
||||||
|
|
||||||
MissionAccomplished = function()
|
SendAttackWave = function(units, action)
|
||||||
Mission.MissionOver({ player }, nil, true)
|
Reinforcements.Reinforce(enemy, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action)
|
||||||
Media.PlayMovieFullscreen("desflees.vqa")
|
|
||||||
end
|
end
|
||||||
|
|
||||||
MissionFailed = function()
|
FirstAttackWave = function(soldier)
|
||||||
Mission.MissionOver(nil, { player }, true)
|
soldier.Move(WP2.Location)
|
||||||
Media.PlayMovieFullscreen("flag.vqa")
|
soldier.Move(WP3.Location)
|
||||||
|
soldier.Move(WP4.Location)
|
||||||
|
soldier.AttackMove(PlayerBase.Location)
|
||||||
end
|
end
|
||||||
|
|
||||||
SendFirstAttackWave = function()
|
SecondAttackWave = function(soldier)
|
||||||
local wave = Reinforcements.Reinforce(enemy, FirstAttackWave, GDIBarracksSpawn.Location, WP0.Location, 0)
|
soldier.Move(WP5.Location)
|
||||||
Utils.Do(wave, function(soldier)
|
soldier.Move(WP6.Location)
|
||||||
Actor.Move(soldier, WP1.Location)
|
soldier.Move(WP7.Location)
|
||||||
Actor.Move(soldier, WP2.Location)
|
soldier.Move(WP9.Location)
|
||||||
Actor.Move(soldier, WP3.Location)
|
soldier.AttackMove(PlayerBase.Location)
|
||||||
Actor.Move(soldier, WP4.Location)
|
|
||||||
--Actor.Move(soldier, WP5.Location)
|
|
||||||
Actor.AttackMove(soldier, PlayerBase.Location)
|
|
||||||
end)
|
|
||||||
end
|
|
||||||
|
|
||||||
SendSecondAttackWave = function()
|
|
||||||
local wave = Reinforcements.Reinforce(enemy, SecondAttackWave, GDIBarracksSpawn.Location, WP0.Location, 0)
|
|
||||||
Utils.Do(wave, function(soldier)
|
|
||||||
Actor.Move(soldier, WP1.Location)
|
|
||||||
Actor.Move(soldier, WP5.Location)
|
|
||||||
Actor.Move(soldier, WP6.Location)
|
|
||||||
Actor.Move(soldier, WP7.Location)
|
|
||||||
Actor.Move(soldier, WP9.Location)
|
|
||||||
Actor.AttackMove(soldier, PlayerBase.Location)
|
|
||||||
end)
|
|
||||||
end
|
|
||||||
|
|
||||||
SendThirdAttackWave = function()
|
|
||||||
local wave = Reinforcements.Reinforce(enemy, ThirdAttackWave, GDIBarracksSpawn.Location, WP0.Location, 0)
|
|
||||||
Utils.Do(wave, function(soldier)
|
|
||||||
Actor.Move(soldier, WP1.Location)
|
|
||||||
Actor.Move(soldier, WP2.Location)
|
|
||||||
Actor.Move(soldier, WP3.Location)
|
|
||||||
Actor.Move(soldier, WP4.Location)
|
|
||||||
Actor.AttackMove(soldier, PlayerBase.Location)
|
|
||||||
end)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
WorldLoaded = function()
|
WorldLoaded = function()
|
||||||
player = OpenRA.GetPlayer("Nod")
|
player = Player.GetPlayer("Nod")
|
||||||
enemy = OpenRA.GetPlayer("GDI")
|
enemy = Player.GetPlayer("GDI")
|
||||||
|
|
||||||
|
gdiObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area")
|
||||||
|
nodObjective1 = player.AddPrimaryObjective("Capture the prison")
|
||||||
|
nodObjective2 = player.AddSecondaryObjective("Destroy all GDI forces")
|
||||||
|
|
||||||
|
Trigger.OnObjectiveCompleted(player, function() Media.DisplayMessage("Objective completed") end)
|
||||||
|
Trigger.OnObjectiveFailed(player, function() Media.DisplayMessage("Objective failed") end)
|
||||||
|
|
||||||
|
Trigger.AfterDelay(Utils.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end)
|
||||||
|
Trigger.AfterDelay(Utils.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end)
|
||||||
|
Trigger.AfterDelay(Utils.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end)
|
||||||
|
|
||||||
|
Trigger.OnCapture(TechCenter, function() player.MarkCompletedObjective(nodObjective1) end)
|
||||||
|
Trigger.OnKilled(TechCenter, function() player.MarkFailedObjective(nodObjective1) end)
|
||||||
|
|
||||||
|
Trigger.OnPlayerWon(player, function()
|
||||||
|
Trigger.AfterDelay(Utils.Seconds(2), function()
|
||||||
|
Media.PlaySpeechNotification(player, "Win")
|
||||||
|
Media.PlayMovieFullscreen("desflees.vqa")
|
||||||
|
end)
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnPlayerLost(player, function()
|
||||||
|
Trigger.AfterDelay(Utils.Seconds(1), function()
|
||||||
|
Media.PlaySpeechNotification(player, "Lose")
|
||||||
|
Media.PlayMovieFullscreen("flag.vqa")
|
||||||
|
end)
|
||||||
|
end)
|
||||||
|
|
||||||
Media.PlayMovieFullscreen("nod3.vqa")
|
Media.PlayMovieFullscreen("nod3.vqa")
|
||||||
OpenRA.RunAfterDelay(25 * 40, SendFirstAttackWave)
|
|
||||||
OpenRA.RunAfterDelay(25 * 80, SendSecondAttackWave)
|
|
||||||
OpenRA.RunAfterDelay(25 * 140, SendThirdAttackWave)
|
|
||||||
Actor.OnCaptured(TechCenter, MissionAccomplished)
|
|
||||||
Actor.OnKilled(TechCenter, MissionFailed)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
Tick = function()
|
Tick = function()
|
||||||
if Mission.RequiredUnitsAreDestroyed(player) then
|
if player.HasNoRequiredUnits() then
|
||||||
MissionFailed()
|
enemy.MarkCompletedObjective(gdiObjective)
|
||||||
|
end
|
||||||
|
|
||||||
|
if enemy.HasNoRequiredUnits() then
|
||||||
|
player.MarkCompletedObjective(nodObjective2)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user