Replace nod07 music and fix codestyle
This commit is contained in:
@@ -11,7 +11,7 @@ VehicleProductionCooldown = DateTime.Minutes(4)
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VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
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VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
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StartingCash = 4000
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StartingCash = 4000
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BaseProc = { type = "proc", pos = CPos.New(22, 51), cost = 1500, exists = true }
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BaseProc = { type = "proc", pos = CPos.New(22, 51), cost = 1500, exists = true }
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BaseNuke1 = { type = "nuke", pos = CPos.New(16, 56), cost = 500, exists = true }
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BaseNuke1 = { type = "nuke", pos = CPos.New(16, 56), cost = 500, exists = true }
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BaseNuke2 = { type = "nuke", pos = CPos.New(18, 57), cost = 500, exists = true }
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BaseNuke2 = { type = "nuke", pos = CPos.New(18, 57), cost = 500, exists = true }
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BaseNuke3 = { type = "nuke", pos = CPos.New(27, 51), cost = 500, exists = true }
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BaseNuke3 = { type = "nuke", pos = CPos.New(27, 51), cost = 500, exists = true }
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@@ -5,9 +5,9 @@ GDI4 = { teamType = "atk", units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = { way
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GDI5 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 }
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GDI5 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 }
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GDI6 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 }
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GDI6 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 }
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GDI7 = { teamType = "atk", units = { ['jeep'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
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GDI7 = { teamType = "atk", units = { ['jeep'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
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GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 }
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GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 }
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GDI9 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint8 }, delay = 80 }
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GDI9 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint8 }, delay = 80 }
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GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 }
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GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
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@@ -95,7 +95,7 @@ end
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SendAttackWave = function(team)
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SendAttackWave = function(team)
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for type, amount in pairs(team.units) do
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for type, amount in pairs(team.units) do
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count = 0
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count = 0
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actors = enemy.GetActorsByType(type)
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actors = enemy.GetActorsByType(type)
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Utils.Do(actors, function(actor)
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Utils.Do(actors, function(actor)
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if actor.IsIdle and count < amount then
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if actor.IsIdle and count < amount then
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SetAttackWaypoints(actor, team.waypoints)
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SetAttackWaypoints(actor, team.waypoints)
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@@ -124,16 +124,16 @@ SendGDIAirstrike = function(hq, delay)
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if target then
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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end
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end
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end
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end
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end
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end
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SendWaves = function(counter, Waves)
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SendWaves = function(counter, Waves)
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if counter <= #Waves then
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if counter <= #Waves then
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team = Waves[counter]
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local team = Waves[counter]
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if team.teamType == "atk" then
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if team.teamType == "atk" then
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SendAttackWave(team)
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SendAttackWave(team)
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elseif team.teamType == "rei" then
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elseif team.teamType == "rei" then
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@@ -2,7 +2,7 @@ World:
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LuaScript:
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LuaScript:
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Scripts: nod07a.lua, nod07a-AI.lua
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Scripts: nod07a.lua, nod07a-AI.lua
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MusicPlaylist:
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MusicPlaylist:
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StartingMusic: linefire
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StartingMusic: justdoit
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VictoryMusic: nod_win1
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VictoryMusic: nod_win1
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MissionData:
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MissionData:
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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.
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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.
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@@ -11,7 +11,7 @@ VehicleProductionCooldown = DateTime.Minutes(4)
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VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
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VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
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StartingCash = 4000
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StartingCash = 4000
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BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500, exists = true }
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BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500, exists = true }
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BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500, exists = true }
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BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500, exists = true }
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BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500, exists = true }
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BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500, exists = true }
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BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500, exists = true }
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BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500, exists = true }
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@@ -101,7 +101,7 @@ end
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SendAttackWave = function(team)
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SendAttackWave = function(team)
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for type, amount in pairs(team.units) do
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for type, amount in pairs(team.units) do
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count = 0
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count = 0
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actors = enemy.GetActorsByType(type)
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actors = enemy.GetActorsByType(type)
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Utils.Do(actors, function(actor)
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Utils.Do(actors, function(actor)
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if actor.IsIdle and count < amount then
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if actor.IsIdle and count < amount then
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SetAttackWaypoints(actor, team.waypoints)
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SetAttackWaypoints(actor, team.waypoints)
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@@ -130,16 +130,16 @@ SendGDIAirstrike = function(hq, delay)
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if target then
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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end
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end
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end
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end
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end
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end
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SendWaves = function(counter, Waves)
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SendWaves = function(counter, Waves)
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if counter <= #Waves then
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if counter <= #Waves then
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team = Waves[counter]
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local team = Waves[counter]
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SendAttackWave(team)
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SendAttackWave(team)
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Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
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Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
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end
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end
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@@ -2,7 +2,7 @@ World:
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LuaScript:
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LuaScript:
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Scripts: nod07b.lua, nod07b-AI.lua
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Scripts: nod07b.lua, nod07b-AI.lua
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MusicPlaylist:
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MusicPlaylist:
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StartingMusic: linefire
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StartingMusic: justdoit
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VictoryMusic: nod_win1
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VictoryMusic: nod_win1
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MissionData:
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MissionData:
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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.
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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.
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