Replace nod07 music and fix codestyle

This commit is contained in:
Biofreak1987
2016-05-14 20:08:58 +02:00
parent 3e8309974a
commit 53d08e9376
6 changed files with 14 additions and 14 deletions

View File

@@ -11,7 +11,7 @@ VehicleProductionCooldown = DateTime.Minutes(4)
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" } VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
StartingCash = 4000 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 } BaseNuke1 = { type = "nuke", pos = CPos.New(16, 56), cost = 500, exists = true }
BaseNuke2 = { type = "nuke", pos = CPos.New(18, 57), 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 } BaseNuke3 = { type = "nuke", pos = CPos.New(27, 51), cost = 500, exists = true }

View File

@@ -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 } 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 } 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 } 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 } 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) AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
@@ -95,7 +95,7 @@ end
SendAttackWave = function(team) SendAttackWave = function(team)
for type, amount in pairs(team.units) do for type, amount in pairs(team.units) do
count = 0 count = 0
actors = enemy.GetActorsByType(type) actors = enemy.GetActorsByType(type)
Utils.Do(actors, function(actor) Utils.Do(actors, function(actor)
if actor.IsIdle and count < amount then if actor.IsIdle and count < amount then
SetAttackWaypoints(actor, team.waypoints) SetAttackWaypoints(actor, team.waypoints)
@@ -124,16 +124,16 @@ SendGDIAirstrike = function(hq, delay)
if target then if target then
hq.SendAirstrike(target, false, Facing.NorthEast + 4) hq.SendAirstrike(target, false, Facing.NorthEast + 4)
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
else else
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
end end
end end
end end
SendWaves = function(counter, Waves) SendWaves = function(counter, Waves)
if counter <= #Waves then if counter <= #Waves then
team = Waves[counter] local team = Waves[counter]
if team.teamType == "atk" then if team.teamType == "atk" then
SendAttackWave(team) SendAttackWave(team)
elseif team.teamType == "rei" then elseif team.teamType == "rei" then

View File

@@ -2,7 +2,7 @@ World:
LuaScript: LuaScript:
Scripts: nod07a.lua, nod07a-AI.lua Scripts: nod07a.lua, nod07a-AI.lua
MusicPlaylist: MusicPlaylist:
StartingMusic: linefire StartingMusic: justdoit
VictoryMusic: nod_win1 VictoryMusic: nod_win1
MissionData: 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. 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.

View File

@@ -11,7 +11,7 @@ VehicleProductionCooldown = DateTime.Minutes(4)
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" } VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
StartingCash = 4000 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 } BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500, exists = true }
BaseNuke2 = { type = "nuke", pos = CPos.New(54, 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 } BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500, exists = true }

View File

@@ -101,7 +101,7 @@ end
SendAttackWave = function(team) SendAttackWave = function(team)
for type, amount in pairs(team.units) do for type, amount in pairs(team.units) do
count = 0 count = 0
actors = enemy.GetActorsByType(type) actors = enemy.GetActorsByType(type)
Utils.Do(actors, function(actor) Utils.Do(actors, function(actor)
if actor.IsIdle and count < amount then if actor.IsIdle and count < amount then
SetAttackWaypoints(actor, team.waypoints) SetAttackWaypoints(actor, team.waypoints)
@@ -130,16 +130,16 @@ SendGDIAirstrike = function(hq, delay)
if target then if target then
hq.SendAirstrike(target, false, Facing.NorthEast + 4) hq.SendAirstrike(target, false, Facing.NorthEast + 4)
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
else else
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
end end
end end
end end
SendWaves = function(counter, Waves) SendWaves = function(counter, Waves)
if counter <= #Waves then if counter <= #Waves then
team = Waves[counter] local team = Waves[counter]
SendAttackWave(team) SendAttackWave(team)
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end end

View File

@@ -2,7 +2,7 @@ World:
LuaScript: LuaScript:
Scripts: nod07b.lua, nod07b-AI.lua Scripts: nod07b.lua, nod07b-AI.lua
MusicPlaylist: MusicPlaylist:
StartingMusic: linefire StartingMusic: justdoit
VictoryMusic: nod_win1 VictoryMusic: nod_win1
MissionData: 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. 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.