Add Aftermath mission Shock Therapy
This commit is contained in:
BIN
mods/ra/maps/shock-therapy/map.bin
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mods/ra/maps/shock-therapy/map.bin
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mods/ra/maps/shock-therapy/map.png
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mods/ra/maps/shock-therapy/map.png
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After Width: | Height: | Size: 26 KiB |
998
mods/ra/maps/shock-therapy/map.yaml
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998
mods/ra/maps/shock-therapy/map.yaml
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@@ -0,0 +1,998 @@
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MapFormat: 11
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RequiresMod: ra
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Title: Shock Therapy
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Author: Westwood Studios
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Tileset: TEMPERAT
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MapSize: 128,128
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Bounds: 26,32,73,67
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Visibility: MissionSelector
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Categories: Mission
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LockPreview: True
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||||
Players:
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|
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PlayerReference@Spain:
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Name: Spain
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Faction: allies
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Color: F6D679
|
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|
||||
Enemies: USSR
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||||
PlayerReference@Greece:
|
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Name: Greece
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||||
Faction: allies
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||||
Color: E2E6F6
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||||
Allies: Spain, GoodGuy
|
||||
Enemies: USSR
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||||
PlayerReference@GoodGuy:
|
||||
Name: GoodGuy
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||||
Faction: allies
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||||
Color: E2E6F6
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||||
Allies: Spain, Greece
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||||
Enemies: USSR
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||||
PlayerReference@USSR:
|
||||
Name: USSR
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||||
AllowBots: False
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||||
Playable: True
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||||
Required: True
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LockFaction: True
|
||||
Faction: soviet
|
||||
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: Greece, GoodGuy, Spain
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||||
|
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Owner: Neutral
|
||||
Actor179: tc05
|
||||
Location: 54,93
|
||||
Owner: Neutral
|
||||
Actor180: tc03
|
||||
Location: 26,37
|
||||
Owner: Neutral
|
||||
Actor181: t10
|
||||
Location: 27,79
|
||||
Owner: Neutral
|
||||
Actor182: t08
|
||||
Location: 29,80
|
||||
Owner: Neutral
|
||||
Actor183: tc04
|
||||
Location: 26,83
|
||||
Owner: Neutral
|
||||
Actor184: tc03
|
||||
Location: 39,82
|
||||
Owner: Neutral
|
||||
Actor185: tc04
|
||||
Location: 44,89
|
||||
Owner: Neutral
|
||||
Actor186: tc01
|
||||
Location: 49,84
|
||||
Owner: Neutral
|
||||
Actor187: t16
|
||||
Location: 46,97
|
||||
Owner: Neutral
|
||||
Actor188: t15
|
||||
Location: 51,88
|
||||
Owner: Neutral
|
||||
Actor189: t14
|
||||
Location: 28,72
|
||||
Owner: Neutral
|
||||
Actor190: t12
|
||||
Location: 53,54
|
||||
Owner: Neutral
|
||||
Actor191: t11
|
||||
Location: 34,65
|
||||
Owner: Neutral
|
||||
Actor192: t12
|
||||
Location: 28,64
|
||||
Owner: Neutral
|
||||
Actor193: t12
|
||||
Location: 35,66
|
||||
Owner: Neutral
|
||||
SWVillage7: v04
|
||||
Location: 30,96
|
||||
Owner: Spain
|
||||
SWVillage4: v03
|
||||
Location: 33,91
|
||||
Owner: Spain
|
||||
SWVillage2: v02
|
||||
Location: 34,87
|
||||
Owner: Spain
|
||||
SWVillage3: v01
|
||||
Location: 29,92
|
||||
Owner: Spain
|
||||
SWVillage6: v07
|
||||
Location: 33,94
|
||||
Owner: Spain
|
||||
SWVillage5: v08
|
||||
Location: 38,91
|
||||
Owner: Spain
|
||||
SWVillage1: v10
|
||||
Location: 30,88
|
||||
Owner: Spain
|
||||
SouthCabin: v11
|
||||
Location: 57,91
|
||||
Owner: Spain
|
||||
NEVillage7: v10
|
||||
Location: 78,44
|
||||
Owner: Spain
|
||||
NEVillage8: v11
|
||||
Location: 81,50
|
||||
Owner: Spain
|
||||
NorthCabin: v08
|
||||
Location: 70,61
|
||||
Owner: Spain
|
||||
NEVillage3: v07
|
||||
Location: 79,41
|
||||
Owner: Spain
|
||||
NEVillage4: v06
|
||||
Location: 85,46
|
||||
Owner: Spain
|
||||
NEVillage2: v05
|
||||
Location: 84,42
|
||||
Owner: Spain
|
||||
NEVillage5: v04
|
||||
Location: 76,41
|
||||
Owner: Spain
|
||||
NEVillage9: v03
|
||||
Location: 85,49
|
||||
Owner: Spain
|
||||
NEVillage6: v02
|
||||
Location: 81,46
|
||||
Owner: Spain
|
||||
NEVillage1: v01
|
||||
Location: 80,44
|
||||
Owner: Spain
|
||||
Health: 53
|
||||
SETent1: tent
|
||||
Location: 80,95
|
||||
Owner: Greece
|
||||
NWTent2: tent
|
||||
Location: 33,54
|
||||
Owner: GoodGuy
|
||||
Actor214: hosp
|
||||
Location: 86,87
|
||||
Owner: Greece
|
||||
NWAdvPower: apwr
|
||||
Location: 28,50
|
||||
Owner: GoodGuy
|
||||
Actor216: apwr
|
||||
Location: 79,87
|
||||
Owner: Greece
|
||||
NWTent1: tent
|
||||
Location: 30,54
|
||||
Owner: GoodGuy
|
||||
SETent2: tent
|
||||
Location: 77,95
|
||||
Owner: Greece
|
||||
NWHospital: hosp
|
||||
Location: 28,45
|
||||
Owner: GoodGuy
|
||||
Actor220: v19
|
||||
Location: 42,96
|
||||
Owner: Greece
|
||||
Actor221: v19
|
||||
Location: 44,94
|
||||
Owner: Greece
|
||||
Actor222: v19
|
||||
Location: 63,49
|
||||
Owner: Neutral
|
||||
Actor223: v19
|
||||
Location: 67,50
|
||||
Owner: Neutral
|
||||
Actor224: brl3
|
||||
Location: 62,48
|
||||
Owner: Spain
|
||||
Actor225: barl
|
||||
Location: 65,49
|
||||
Owner: Spain
|
||||
Actor226: barl
|
||||
Location: 68,49
|
||||
Owner: Spain
|
||||
Actor227: brl3
|
||||
Location: 44,95
|
||||
Owner: Greece
|
||||
Actor228: barl
|
||||
Location: 63,48
|
||||
Owner: Spain
|
||||
Actor229: brl3
|
||||
Location: 67,49
|
||||
Owner: Spain
|
||||
Actor230: brl3
|
||||
Location: 41,98
|
||||
Owner: Greece
|
||||
Actor231: brl3
|
||||
Location: 43,97
|
||||
Owner: Greece
|
||||
Actor232: brl3
|
||||
Location: 66,50
|
||||
Owner: Spain
|
||||
Actor233: brl3
|
||||
Location: 64,48
|
||||
Owner: Spain
|
||||
Actor234: barl
|
||||
Location: 46,92
|
||||
Owner: Greece
|
||||
Actor235: barl
|
||||
Location: 69,49
|
||||
Owner: Spain
|
||||
Actor236: barl
|
||||
Location: 64,49
|
||||
Owner: Spain
|
||||
Actor237: barl
|
||||
Location: 66,49
|
||||
Owner: Spain
|
||||
Actor238: barl
|
||||
Location: 68,48
|
||||
Owner: Spain
|
||||
Actor239: barl
|
||||
Location: 44,96
|
||||
Owner: Greece
|
||||
Actor240: barl
|
||||
Location: 45,93
|
||||
Owner: Greece
|
||||
Actor241: barl
|
||||
Location: 42,97
|
||||
Owner: Greece
|
||||
Actor242: barl
|
||||
Location: 43,96
|
||||
Owner: Greece
|
||||
Actor243: barl
|
||||
Location: 45,94
|
||||
Owner: Greece
|
||||
Actor244: barl
|
||||
Location: 42,98
|
||||
Owner: Greece
|
||||
Actor245: barl
|
||||
Location: 41,97
|
||||
Owner: Greece
|
||||
RadarDome: dome
|
||||
Location: 28,40
|
||||
Owner: GoodGuy
|
||||
Actor247: proc
|
||||
Location: 73,88
|
||||
Owner: Greece
|
||||
Actor248: silo
|
||||
Location: 77,86
|
||||
Owner: Greece
|
||||
Actor249: silo
|
||||
Location: 77,87
|
||||
Owner: Greece
|
||||
Actor250: silo
|
||||
Location: 76,86
|
||||
Owner: Greece
|
||||
Actor251: silo
|
||||
Location: 76,87
|
||||
Owner: Greece
|
||||
Actor252: silo
|
||||
Location: 75,86
|
||||
Owner: Greece
|
||||
Actor253: silo
|
||||
Location: 75,87
|
||||
Owner: Greece
|
||||
Actor254: apwr
|
||||
Location: 86,95
|
||||
Owner: Greece
|
||||
WarFactory: weap
|
||||
Location: 73,95
|
||||
Owner: Greece
|
||||
SouthPill1: pbox
|
||||
Location: 79,81
|
||||
Owner: Greece
|
||||
SouthPill2: pbox
|
||||
Location: 85,78
|
||||
Owner: Greece
|
||||
NorthPill1: pbox
|
||||
Location: 46,53
|
||||
Owner: GoodGuy
|
||||
NorthPill2: pbox
|
||||
Location: 51,47
|
||||
Owner: GoodGuy
|
||||
Actor260: powr
|
||||
Location: 83,95
|
||||
Owner: Greece
|
||||
Actor262: arty
|
||||
Location: 79,68
|
||||
Owner: Greece
|
||||
Facing: 63
|
||||
Actor263: arty
|
||||
Location: 79,76
|
||||
Owner: Greece
|
||||
Facing: 63
|
||||
Ltnk1: 1tnk
|
||||
Location: 87,90
|
||||
Owner: Greece
|
||||
Facing: 31
|
||||
Ltnk2: 1tnk
|
||||
Location: 87,91
|
||||
Owner: Greece
|
||||
Facing: 31
|
||||
Ltnk3: 1tnk
|
||||
Location: 87,92
|
||||
Owner: Greece
|
||||
Facing: 31
|
||||
Jeep3: jeep
|
||||
Location: 88,92
|
||||
Owner: Greece
|
||||
Facing: 31
|
||||
Jeep2: jeep
|
||||
Location: 88,91
|
||||
Owner: Greece
|
||||
Facing: 31
|
||||
Jeep1: jeep
|
||||
Location: 88,90
|
||||
Owner: Greece
|
||||
Facing: 31
|
||||
Actor270: e1
|
||||
Location: 38,45
|
||||
Owner: Greece
|
||||
Health: 89
|
||||
Facing: 191
|
||||
SubCell: 1
|
||||
Actor271: e1
|
||||
Location: 87,84
|
||||
Owner: Greece
|
||||
SubCell: 4
|
||||
Actor272: e1
|
||||
Location: 81,84
|
||||
Owner: Greece
|
||||
SubCell: 3
|
||||
Actor273: e1
|
||||
Location: 38,49
|
||||
Owner: Greece
|
||||
Facing: 191
|
||||
SubCell: 1
|
||||
LZ: waypoint
|
||||
Location: 51,72
|
||||
Owner: Neutral
|
||||
WaterEntryNW: waypoint
|
||||
Location: 42,32
|
||||
Owner: Neutral
|
||||
WaterLandingNW: waypoint
|
||||
Location: 42,42
|
||||
Owner: Neutral
|
||||
WaterEntryNE: waypoint
|
||||
Location: 70,32
|
||||
Owner: Neutral
|
||||
WaterLandingNE: waypoint
|
||||
Location: 73,41
|
||||
Owner: Neutral
|
||||
WaterEntrySE: waypoint
|
||||
Location: 98,78
|
||||
Owner: Neutral
|
||||
WaterLandingSE: waypoint
|
||||
Location: 91,78
|
||||
Owner: Neutral
|
||||
SouthwestLZ: waypoint
|
||||
Location: 39,97
|
||||
Owner: Neutral
|
||||
CivRallySE: waypoint
|
||||
Location: 81,92
|
||||
Owner: Neutral
|
||||
CivRallyNW: waypoint
|
||||
Location: 31,47
|
||||
Owner: Neutral
|
||||
NWSpawn1: waypoint
|
||||
Location: 30,55
|
||||
Owner: Neutral
|
||||
NWSpawn2: waypoint
|
||||
Location: 33,55
|
||||
Owner: Neutral
|
||||
NEHermitSpawn: waypoint
|
||||
Location: 70,61
|
||||
Owner: Neutral
|
||||
SouthHermitSpawn: waypoint
|
||||
Location: 57,91
|
||||
Owner: Neutral
|
||||
NECivSpawn1: waypoint
|
||||
Location: 80,45
|
||||
Owner: Neutral
|
||||
NECivSpawn2: waypoint
|
||||
Location: 84,42
|
||||
Owner: Neutral
|
||||
NECivSpawn3: waypoint
|
||||
Location: 80,41
|
||||
Owner: Neutral
|
||||
NECivSpawn4: waypoint
|
||||
Location: 86,46
|
||||
Owner: Neutral
|
||||
NECivSpawn5: waypoint
|
||||
Location: 76,42
|
||||
Owner: Neutral
|
||||
NECivSpawn6: waypoint
|
||||
Location: 82,47
|
||||
Owner: Neutral
|
||||
NECivSpawn9: waypoint
|
||||
Location: 85,50
|
||||
Owner: Neutral
|
||||
NECivSpawn8: waypoint
|
||||
Location: 81,50
|
||||
Owner: Neutral
|
||||
NECivSpawn7: waypoint
|
||||
Location: 78,44
|
||||
Owner: Neutral
|
||||
SWCivSpawn3: waypoint
|
||||
Location: 29,93
|
||||
Owner: Neutral
|
||||
SWCivSpawn4: waypoint
|
||||
Location: 33,92
|
||||
Owner: Neutral
|
||||
SWCivSpawn6: waypoint
|
||||
Location: 33,94
|
||||
Owner: Neutral
|
||||
SWCivSpawn2: waypoint
|
||||
Location: 35,88
|
||||
Owner: Neutral
|
||||
SWCivSpawn5: waypoint
|
||||
Location: 38,91
|
||||
Owner: Neutral
|
||||
SWCivSpawn1: waypoint
|
||||
Location: 30,88
|
||||
Owner: Neutral
|
||||
SWCivSpawn7: waypoint
|
||||
Location: 30,97
|
||||
Owner: Neutral
|
||||
SEBaseBombingRun: waypoint
|
||||
Location: 78,87
|
||||
Owner: Neutral
|
||||
MSubEntry: waypoint
|
||||
Location: 98,57
|
||||
Owner: Neutral
|
||||
MSubStop: waypoint
|
||||
Location: 94,73
|
||||
Owner: Neutral
|
||||
SEShockDrop: waypoint
|
||||
Location: 83,79
|
||||
Owner: Neutral
|
||||
|
||||
Rules: ra|rules/campaign-rules.yaml, ra|rules/campaign-tooltips.yaml, ra|rules/campaign-palettes.yaml, rules.yaml
|
||||
30
mods/ra/maps/shock-therapy/rules.yaml
Normal file
30
mods/ra/maps/shock-therapy/rules.yaml
Normal file
@@ -0,0 +1,30 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: shock-therapy.lua
|
||||
MissionData:
|
||||
WinVideo: sovtstar.vqa
|
||||
LossVideo: sovcemet.vqa
|
||||
Briefing: A small border town has been voicing support for the Allied cause. These people are no longer soviets, but enemies to our great empire. As enemies, they must be destroyed.\n\nTake Stalin's elite shock troopers and show them the iron might of the Soviet army. No doubt, the rabble will seek help from the minute allied influence in the area.\n\nWhatever pathetic support they can muster, it will not be enough. Crush them all -- let nothing stop you.
|
||||
|
||||
SHOCKDROP:
|
||||
ParatroopersPower:
|
||||
DisplayBeacon: False
|
||||
DropItems: SHOK, SHOK, SHOK, SHOK, SHOK
|
||||
AlwaysVisible:
|
||||
|
||||
LST.Reinforcement:
|
||||
Inherits: LST
|
||||
RejectsOrders:
|
||||
-Buildable:
|
||||
-Selectable:
|
||||
RenderSprites:
|
||||
Image: lst
|
||||
Interactable:
|
||||
|
||||
powerproxy.parabombs:
|
||||
AirstrikePower:
|
||||
DisplayBeacon: False
|
||||
|
||||
HEALCRATE:
|
||||
Crate:
|
||||
Lifetime: 0
|
||||
347
mods/ra/maps/shock-therapy/shock-therapy.lua
Normal file
347
mods/ra/maps/shock-therapy/shock-therapy.lua
Normal file
@@ -0,0 +1,347 @@
|
||||
--[[
|
||||
Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
|
||||
This file is part of OpenRA, which is free software. It is made
|
||||
available to you under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation, either version 3 of
|
||||
the License, or (at your option) any later version. For more
|
||||
information, see COPYING.
|
||||
]]
|
||||
Cabins = { NorthCabin, SouthCabin }
|
||||
NWFootprintTrigger = { CPos.New(41, 49), CPos.New(41, 48), CPos.New(41, 47), CPos.New(41, 46), CPos.New(41, 45), CPos.New(41, 44) }
|
||||
SWFootprintTrigger = { CPos.New(26, 77), CPos.New(27, 77), CPos.New(28, 77), CPos.New(29, 77), CPos.New(33, 77), CPos.New(34, 77), CPos.New(35, 77), CPos.New(36, 77), CPos.New(37, 77), CPos.New(38, 77), CPos.New(39, 77) }
|
||||
SEFootprintTrigger = { CPos.New(75, 83), CPos.New(76, 83), CPos.New(77, 83), CPos.New(78, 83), CPos.New(79, 83), CPos.New(80, 83), CPos.New(81, 83), CPos.New(82, 83), CPos.New(83, 83), CPos.New(84, 83), CPos.New(85, 83), CPos.New(86, 83), CPos.New(87, 83), CPos.New(88, 83), CPos.New(89, 83) }
|
||||
NWWaterPath = { WaterEntryNW.Location, WaterLandingNW.Location }
|
||||
NEWaterPath = { WaterEntryNE.Location, WaterLandingNE.Location }
|
||||
SEWaterPath = { WaterEntrySE.Location, WaterLandingSE.Location }
|
||||
NWWaterUnits = { "dtrk", "ttnk", "ttnk", "ttnk", "3tnk" }
|
||||
NEWaterUnits = { "dtrk", "v2rl", "e6", "e6", "e6" }
|
||||
SEWaterUnits = { "ttnk", "ttnk", "shok", "shok", "shok" }
|
||||
NorthPillboxes = { NorthPill1, NorthPill2 }
|
||||
SouthPillboxes = { SouthPill1, SouthPill2 }
|
||||
VehicleSquad1 = { Ltnk1, Jeep1 }
|
||||
VehicleSquad2 = { Ltnk2, Jeep2 }
|
||||
VehicleSquad3 = { Ltnk3, Jeep3 }
|
||||
CivSquads = { { "c1", "c3", "c7", "c10" }, { "c2", "c4", "c6", "c11" }, { "c11", "c10", "c9" }, { "c8", "c7", "c6" }, { "c5", "c4", "c3" }, { "c5", "c10" }, { "c4", "c2" }, { "c3", "c5" }, { "c9", "c11" } }
|
||||
AlliedInfantry = { "e1", "e1", "e1", "e3" }
|
||||
AttackGroupSize = 4
|
||||
InfantryDelay = DateTime.Seconds(10)
|
||||
IdlingUnits = { }
|
||||
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
|
||||
|
||||
MissionStart = function()
|
||||
LZCamera = Actor.Create("camera", true, { Owner = USSR, Location = LZ.Location })
|
||||
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.New(508))
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.New(520))
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(4), function()
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
LZCamera.Destroy()
|
||||
TroopsArrived = true
|
||||
end)
|
||||
|
||||
InfantryProduction()
|
||||
end
|
||||
|
||||
InfantryProduction = function()
|
||||
if (SETent1.IsDead or SETent1.Owner ~= Greece) and (SETent2.IsDead or SETent2.Owner ~= Greece) then
|
||||
return
|
||||
end
|
||||
|
||||
local toBuild = { Utils.Random(AlliedInfantry) }
|
||||
|
||||
Greece.Build(toBuild, function(unit)
|
||||
IdlingUnits[#IdlingUnits + 1] = unit[1]
|
||||
Trigger.AfterDelay(InfantryDelay, InfantryProduction)
|
||||
|
||||
if #IdlingUnits >= (AttackGroupSize * 1.5) then
|
||||
SendAttack()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SendAttack = function()
|
||||
local units = { }
|
||||
|
||||
for i = 0, AttackGroupSize, 1 do
|
||||
local number = Utils.RandomInteger(1, #IdlingUnits)
|
||||
|
||||
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
|
||||
units[i] = IdlingUnits[number]
|
||||
table.remove(IdlingUnits, number)
|
||||
end
|
||||
end
|
||||
|
||||
Utils.Do(units, function(unit)
|
||||
if not unit.IsDead then
|
||||
IdleHunt(unit)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
DomeCaptured = false
|
||||
MissionTriggers = function()
|
||||
local neFootTriggered
|
||||
Trigger.OnEnteredProximityTrigger(NECivSpawn1.CenterPosition, WDist.FromCells(9), function(actor, id)
|
||||
if actor.Owner == USSR and actor.Type ~= "badr" and not neFootTriggered then
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
neFootTriggered = true
|
||||
|
||||
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
|
||||
proxy.TargetAirstrike(NECivSpawn6.CenterPosition, Angle.SouthEast)
|
||||
proxy.Destroy()
|
||||
|
||||
Utils.Do(VehicleSquad1, function(a)
|
||||
if not a.IsDead then
|
||||
a.AttackMove(NECivSpawn1.Location)
|
||||
IdleHunt(a)
|
||||
end
|
||||
end)
|
||||
|
||||
local neVillageCam = Actor.Create("camera", true, { Owner = USSR, Location = NECivSpawn1.Location })
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
local neTroops = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", NEWaterUnits, NEWaterPath, { NEWaterPath[1] })[2]
|
||||
Trigger.OnAllRemovedFromWorld(Utils.Where(neTroops, function(a) return a.Type == "e6" end), function()
|
||||
if not DomeCaptured then
|
||||
USSR.MarkFailedObjective(CaptureDome)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||
if not NEVillage1.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn1.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
if not NEVillage2.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn2.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
if not NEVillage3.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn3.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
if not NEVillage4.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn4.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(4), function()
|
||||
if not NEVillage5.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn5.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
if not NEVillage6.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn6.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
if not NEVillage7.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn7.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
if not NEVillage8.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn8.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
if not NEVillage9.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn9.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
neVillageCam.Destroy()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnDamaged(NorthCabin, function()
|
||||
if not NorthCabinDamaged then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NEHermitSpawn.Location, CivRallyNW.Location }, 1)
|
||||
NorthCabinDamaged = true
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnDamaged(SouthCabin, function()
|
||||
if not SouthCabinDamaged then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SouthHermitSpawn.Location, CivRallySE.Location }, 1)
|
||||
SouthCabinDamaged = true
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(Cabins, function()
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.SouthWest)
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(NorthPillboxes, function()
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.South)
|
||||
end)
|
||||
|
||||
local nwFootTriggered
|
||||
Trigger.OnEnteredFootprint(NWFootprintTrigger, function(actor, id)
|
||||
if actor.Owner == USSR and not nwFootTriggered then
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
nwFootTriggered = true
|
||||
|
||||
local nwBarracks1 = Reinforcements.Reinforce(GoodGuy, AlliedInfantry, { NWSpawn1.Location }, 0)
|
||||
Utils.Do(nwBarracks1, IdleHunt)
|
||||
local nwBarracks2 = Reinforcements.Reinforce(GoodGuy, AlliedInfantry, { NWSpawn2.Location }, 0)
|
||||
Utils.Do(nwBarracks2, IdleHunt)
|
||||
|
||||
Utils.Do(VehicleSquad2, function(a)
|
||||
if not a.IsDead then
|
||||
a.AttackMove(SWCivSpawn1.Location)
|
||||
IdleHunt(a)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(RadarDome, function()
|
||||
if not DomeCaptured then
|
||||
USSR.MarkFailedObjective(CaptureDome)
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
ShockDrop.TargetParatroopers(CivRallyNW.CenterPosition, Angle.West)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnCapture(RadarDome, function()
|
||||
DomeCaptured = true
|
||||
USSR.MarkCompletedObjective(CaptureDome)
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
local nwTroops = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", NWWaterUnits, NWWaterPath, { NWWaterPath[1] })[2]
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(SouthPillboxes, function()
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
local seTroops = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", SEWaterUnits, SEWaterPath, { SEWaterPath[1] })[2]
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
|
||||
Reinforcements.Reinforce(USSR, { "msub", "msub" }, { MSubEntry.Location, MSubStop.Location })
|
||||
ShockDrop.TargetParatroopers(SEShockDrop.CenterPosition, Angle.SouthWest)
|
||||
end)
|
||||
end)
|
||||
|
||||
local swFootTriggered
|
||||
Trigger.OnEnteredFootprint(SWFootprintTrigger, function(actor, id)
|
||||
if actor.Owner == USSR and actor.Type ~= "badr" and not swFootTriggered then
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
swFootTriggered = true
|
||||
|
||||
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
|
||||
proxy.TargetAirstrike(SWCivSpawn3.CenterPosition, Angle.South)
|
||||
proxy.Destroy()
|
||||
local swVillageCam = Actor.Create("camera", true, { Owner = USSR, Location = SWCivSpawn2.Location })
|
||||
|
||||
local hiding = Reinforcements.Reinforce(Greece, { 'e1', 'e1', 'e3', 'e3', 'e3' }, { SWCivSpawn1.Location }, 0)
|
||||
Utils.Do(hiding, IdleHunt)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||
if not SWVillage1.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn1.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
if not SWVillage2.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn2.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(4), function()
|
||||
if not SWVillage3.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn3.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
if not SWVillage4.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn4.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
if not SWVillage5.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn5.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
if not SWVillage6.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn6.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
if not SWVillage7.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn7.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
ShockDrop.TargetParatroopers(SouthwestLZ.CenterPosition, Angle.SouthWest)
|
||||
Utils.Do(VehicleSquad3, function(a)
|
||||
if not a.IsDead then
|
||||
a.AttackMove(NECivSpawn1.Location)
|
||||
IdleHunt(a)
|
||||
end
|
||||
end)
|
||||
swVillageCam.Destroy()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
local seFootTriggered
|
||||
Trigger.OnEnteredFootprint(SEFootprintTrigger, function(actor, id)
|
||||
if actor.Owner == USSR and not seFootTriggered then
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
seFootTriggered = true
|
||||
|
||||
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
|
||||
proxy.TargetAirstrike(SEBaseBombingRun.CenterPosition, Angle.East)
|
||||
proxy.Destroy()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
TroopsArrived = false
|
||||
Tick = function()
|
||||
if USSR.HasNoRequiredUnits() and TroopsArrived then
|
||||
Greece.MarkCompletedObjective(BeatRussia)
|
||||
end
|
||||
|
||||
if Greece.HasNoRequiredUnits() and GoodGuy.HasNoRequiredUnits() and Spain.HasNoRequiredUnits() then
|
||||
USSR.MarkCompletedObjective(KillAll)
|
||||
end
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
GoodGuy = Player.GetPlayer("GoodGuy")
|
||||
Spain = Player.GetPlayer("Spain")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
BeatRussia = Greece.AddObjective("Stop Ivan.")
|
||||
KillAll = USSR.AddObjective("Destroy all that oppose us.")
|
||||
CaptureDome = USSR.AddObjective("Capture the enemy radar dome.", "Secondary", false)
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Camera.Position = LZ.CenterPosition
|
||||
ShockDrop = Actor.Create("shockdrop", false, { Owner = USSR })
|
||||
MissionStart()
|
||||
MissionTriggers()
|
||||
end
|
||||
|
||||
OnAnyDamaged = function(actors, func)
|
||||
Utils.Do(actors, function(actor)
|
||||
Trigger.OnDamaged(actor, func)
|
||||
end)
|
||||
end
|
||||
@@ -36,6 +36,7 @@ Counterstrike:
|
||||
Aftermath:
|
||||
production-disruption
|
||||
monster-tank-madness
|
||||
shock-therapy
|
||||
situation-critical
|
||||
OpenRA Originals:
|
||||
evacuation
|
||||
|
||||
Reference in New Issue
Block a user