diff --git a/mods/cnc/maps/nod07a/nod07a-AI.lua b/mods/cnc/maps/nod07a/nod07a-AI.lua index 1e5574b3ab..6ba851e8bf 100644 --- a/mods/cnc/maps/nod07a/nod07a-AI.lua +++ b/mods/cnc/maps/nod07a/nod07a-AI.lua @@ -11,7 +11,7 @@ VehicleProductionCooldown = DateTime.Minutes(4) VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" } StartingCash = 4000 -BaseProc = { type = "proc", pos = CPos.New(22, 51), cost = 1500, exists = true } +BaseProc = { type = "proc", pos = CPos.New(22, 51), cost = 1500, exists = true } BaseNuke1 = { type = "nuke", pos = CPos.New(16, 56), cost = 500, exists = true } BaseNuke2 = { type = "nuke", pos = CPos.New(18, 57), cost = 500, exists = true } BaseNuke3 = { type = "nuke", pos = CPos.New(27, 51), cost = 500, exists = true } diff --git a/mods/cnc/maps/nod07a/nod07a.lua b/mods/cnc/maps/nod07a/nod07a.lua index f72a07b6f8..cab7cb2d41 100644 --- a/mods/cnc/maps/nod07a/nod07a.lua +++ b/mods/cnc/maps/nod07a/nod07a.lua @@ -5,9 +5,9 @@ GDI4 = { teamType = "atk", units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = { way GDI5 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 } GDI6 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 } GDI7 = { teamType = "atk", units = { ['jeep'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 } -GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 } +GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 } GDI9 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint8 }, delay = 80 } -GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 } +GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 } AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20) @@ -95,7 +95,7 @@ end SendAttackWave = function(team) for type, amount in pairs(team.units) do count = 0 - actors = enemy.GetActorsByType(type) + actors = enemy.GetActorsByType(type) Utils.Do(actors, function(actor) if actor.IsIdle and count < amount then SetAttackWaypoints(actor, team.waypoints) @@ -124,16 +124,16 @@ SendGDIAirstrike = function(hq, delay) if target then hq.SendAirstrike(target, false, Facing.NorthEast + 4) - Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) + Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) else - Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) + Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) end end end SendWaves = function(counter, Waves) if counter <= #Waves then - team = Waves[counter] + local team = Waves[counter] if team.teamType == "atk" then SendAttackWave(team) elseif team.teamType == "rei" then diff --git a/mods/cnc/maps/nod07a/rules.yaml b/mods/cnc/maps/nod07a/rules.yaml index e605388948..b9d529d2bb 100644 --- a/mods/cnc/maps/nod07a/rules.yaml +++ b/mods/cnc/maps/nod07a/rules.yaml @@ -2,7 +2,7 @@ World: LuaScript: Scripts: nod07a.lua, nod07a-AI.lua MusicPlaylist: - StartingMusic: linefire + StartingMusic: justdoit VictoryMusic: nod_win1 MissionData: Briefing: The Brotherhood has located a huge field of Tiberium in the area.\n\nThe nearby village has laid claim to the field.\n\nEliminate the villagers, as to prevent any infection of our own workers.\n\nGDI forces are reported to be minimal, so elimination of them is of secondary importance. diff --git a/mods/cnc/maps/nod07b/nod07b-AI.lua b/mods/cnc/maps/nod07b/nod07b-AI.lua index 24504bdfc3..f7a3165e43 100644 --- a/mods/cnc/maps/nod07b/nod07b-AI.lua +++ b/mods/cnc/maps/nod07b/nod07b-AI.lua @@ -11,7 +11,7 @@ VehicleProductionCooldown = DateTime.Minutes(4) VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" } StartingCash = 4000 -BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500, exists = true } +BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500, exists = true } BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500, exists = true } BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500, exists = true } BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500, exists = true } diff --git a/mods/cnc/maps/nod07b/nod07b.lua b/mods/cnc/maps/nod07b/nod07b.lua index 65e754f28a..0b03670ab0 100644 --- a/mods/cnc/maps/nod07b/nod07b.lua +++ b/mods/cnc/maps/nod07b/nod07b.lua @@ -101,7 +101,7 @@ end SendAttackWave = function(team) for type, amount in pairs(team.units) do count = 0 - actors = enemy.GetActorsByType(type) + actors = enemy.GetActorsByType(type) Utils.Do(actors, function(actor) if actor.IsIdle and count < amount then SetAttackWaypoints(actor, team.waypoints) @@ -130,16 +130,16 @@ SendGDIAirstrike = function(hq, delay) if target then hq.SendAirstrike(target, false, Facing.NorthEast + 4) - Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) + Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) else - Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) + Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) end end end SendWaves = function(counter, Waves) if counter <= #Waves then - team = Waves[counter] + local team = Waves[counter] SendAttackWave(team) Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end diff --git a/mods/cnc/maps/nod07b/rules.yaml b/mods/cnc/maps/nod07b/rules.yaml index 7e21a872c9..0630ff9da8 100644 --- a/mods/cnc/maps/nod07b/rules.yaml +++ b/mods/cnc/maps/nod07b/rules.yaml @@ -2,7 +2,7 @@ World: LuaScript: Scripts: nod07b.lua, nod07b-AI.lua MusicPlaylist: - StartingMusic: linefire + StartingMusic: justdoit VictoryMusic: nod_win1 MissionData: Briefing: The Brotherhood has located a huge field of Tiberium in the area.\n\nThe nearby village has laid claim to the field.\n\nEliminate the villagers, as to prevent any infection of our own workers.\n\nGDI forces are reported to be minimal, so elimination of them is of secondary importance.