Fix map previews and order in TD

This commit is contained in:
abcdefg30
2020-10-15 12:42:34 +02:00
committed by Paul Chote
parent e11c8436bd
commit 575596c9ad
22 changed files with 1635 additions and 1635 deletions

Binary file not shown.

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@@ -10,7 +10,7 @@ Tileset: DESERT
MapSize: 64,64
Bounds: 3,23,36,26
Bounds: 27,34,36,26
Visibility: MissionSelector
@@ -23,7 +23,6 @@ Players:
Name: GDI
Faction: gdi
Color: F5D378
Allies: GDI
Enemies: Nod
Bot: campaign
PlayerReference@Nod:
@@ -46,192 +45,154 @@ Players:
Actors:
Actor0: t08
Location: 34,38
Location: 30,52
Owner: Neutral
Actor1: t18
Location: 34,36
Location: 34,52
Owner: Neutral
Actor2: t08
Location: 25,31
Location: 57,47
Owner: Neutral
Actor3: t08
Location: 26,31
Location: 38,59
Owner: Neutral
Actor4: t08
Location: 21,40
Actor4: silo
Location: 33,40
Owner: GDI
Actor9: silo
Location: 32,42
Owner: GDI
Actor10: jeep
Location: 30,46
Owner: GDI
Facing: 512
Actor11: jeep
Location: 31,35
Owner: GDI
Facing: 256
Actor17: e1
Location: 34,56
Owner: GDI
SubCell: 3
Actor18: e1
Location: 43,35
Owner: GDI
SubCell: 3
Actor19: e1
Location: 43,36
Owner: GDI
SubCell: 3
Actor31: e1
Location: 47,53
Owner: GDI
SubCell: 4
Actor32: e1
Location: 49,54
Owner: GDI
Facing: 896
SubCell: 1
Actor35: e1
Location: 34,57
Owner: GDI
Facing: 256
SubCell: 1
waypoint27: waypoint
Location: 27,51
Owner: Neutral
Actor5: t08
Location: 3,24
waypoint26: waypoint
Location: 49,35
Owner: Neutral
Actor6: t08
Location: 3,42
waypoint10: waypoint
Location: 30,44
Owner: Neutral
Actor7: t08
Location: 4,42
waypoint9: waypoint
Location: 55,40
Owner: Neutral
Actor8: t08
Location: 6,48
waypoint8: waypoint
Location: 48,41
Owner: Neutral
Actor9: t08
Location: 16,43
waypoint7: waypoint
Location: 60,58
Owner: Neutral
Actor10: t08
Location: 26,48
waypoint6: waypoint
Location: 61,47
Owner: Neutral
Actor11: t08
Location: 13,27
waypoint5: waypoint
Location: 48,55
Owner: Neutral
Actor12: t08
Location: 6,40
waypoint4: waypoint
Location: 41,51
Owner: Neutral
Actor13: rock1
Location: 22,32
waypoint3: waypoint
Location: 28,36
Owner: Neutral
Actor20: jeep
Location: 5,24
waypoint2: waypoint
Location: 28,51
Owner: Neutral
waypoint1: waypoint
Location: 40,43
Owner: Neutral
waypoint0: waypoint
Location: 40,35
Owner: Neutral
Refinery: proc
Location: 30,38
Owner: GDI
Barracks: pyle
Location: 34,43
Owner: GDI
Powerplant: nuke
Location: 35,40
Owner: GDI
Yard: fact
Location: 33,37
Owner: GDI
Guard1: e1
Location: 42,39
Owner: GDI
Facing: 256
SubCell: 0
Guard2: e1
Location: 38,38
Owner: GDI
Facing: 256
SubCell: 2
Guard3: e1
Location: 35,49
Owner: GDI
Facing: 384
Actor21: jeep
Location: 6,32
Owner: GDI
Facing: 640
Actor22: jeep
Location: 12,27
Owner: GDI
Facing: 128
Actor28: e1
Location: 10,24
SubCell: 0
Guard4: e1
Location: 34,48
Owner: GDI
Facing: 384
SubCell: 3
Actor29: e1
Location: 10,24
Guard5: e1
Location: 39,40
Owner: GDI
Facing: 384
Facing: 256
SubCell: 1
Actor30: e1
Location: 9,24
Guard6: e1
Location: 40,56
Owner: GDI
Facing: 384
SubCell: 4
Actor31: e1
Location: 5,34
Guard7: e1
Location: 38,54
Owner: GDI
Facing: 128
SubCell: 3
Actor32: e1
Location: 5,35
Owner: GDI
SubCell: 2
Actor33: e1
Location: 10,27
Owner: GDI
SubCell: 2
Actor34: e1
Location: 11,27
Owner: GDI
SubCell: 1
Actor35: e1
Location: 10,24
Owner: GDI
Facing: 384
SubCell: 2
Actor37: e1
Location: 7,40
Owner: GDI
SubCell: 2
waypoint26: waypoint
Location: 26,41
Owner: Neutral
waypoint23: waypoint
Location: 33,45
Owner: Neutral
waypoint21: waypoint
Location: 32,42
Owner: Neutral
waypoint17: waypoint
Location: 32,26
Owner: Neutral
waypoint9: waypoint
Location: 29,47
Owner: Neutral
waypoint8: waypoint
Location: 16,28
Owner: Neutral
waypoint7: waypoint
Location: 23,40
Owner: Neutral
waypoint6: waypoint
Location: 20,47
Owner: Neutral
waypoint5: waypoint
Location: 10,44
Owner: Neutral
waypoint4: waypoint
Location: 13,36
Owner: Neutral
waypoint3: waypoint
Location: 36,41
Owner: Neutral
waypoint2: waypoint
Location: 31,28
Owner: Neutral
waypoint1: waypoint
Location: 18,25
Owner: Neutral
waypoint0: waypoint
Location: 4,26
Owner: Neutral
Refinery: proc
Location: 7,27
Owner: GDI
FreeActor: false
Yard: fact
Location: 10,28
Owner: GDI
Barracks: pyle
Location: 7,32
Owner: GDI
Plant: nuke
Location: 11,31
Owner: GDI
Silo1: silo
Location: 9,31
Owner: GDI
Silo2: silo
Location: 9,33
Owner: GDI
Guard1: e1
Location: 8,40
Owner: GDI
SubCell: 1
Guard2: e1
Location: 37,24
Owner: GDI
SubCell: 3
Guard3: e1
Location: 36,24
Owner: GDI
SubCell: 2
Guard4: e1
Location: 27,31
Owner: GDI
SubCell: 1
Harvester: harv
Location: 5,29
Owner: GDI
Health: 39
Facing: 896
McvEntry: waypoint
Location: 33,48
Location: 62,43
Owner: Neutral
McvRally: waypoint
Location: 33,46
Location: 57,41
Owner: Neutral
UnitsEntry: waypoint
Location: 30,48
Location: 62,38
Owner: Neutral
UnitsRally: waypoint
Location: 30,44
Location: 56,38
Owner: Neutral
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml

View File

@@ -10,10 +10,17 @@
NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
NodBaseBuildings = { "hand", "fact", "nuke" }
GDIBase = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
GDIBase = { Refinery, Barracks, Powerplant, Yard }
Guards = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 }
GDIWaypoints1 = { waypoint0, waypoint1, waypoint2, waypoint3 }
GDIWaypoints2 = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
Atk1CellTriggerActivator = { CPos.New(45,37), CPos.New(44,37), CPos.New(45,36), CPos.New(44,36), CPos.New(45,35), CPos.New(44,35), CPos.New(45,34), CPos.New(44,34) }
Atk4CellTriggerActivator = { CPos.New(50,47), CPos.New(49,47), CPos.New(48,47), CPos.New(47,47), CPos.New(46,47), CPos.New(45,47), CPos.New(44,47), CPos.New(43,47), CPos.New(42,47), CPos.New(41,47), CPos.New(40,47), CPos.New(39,47), CPos.New(38,47), CPos.New(37,47), CPos.New(50,46), CPos.New(49,46), CPos.New(48,46), CPos.New(47,46), CPos.New(46,46), CPos.New(45,46), CPos.New(44,46), CPos.New(43,46), CPos.New(42,46), CPos.New(41,46), CPos.New(40,46), CPos.New(39,46), CPos.New(38,46) }
Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 }
Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 }
Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 }
Atk4Waypoints = { waypoint0, waypoint8, waypoint9 }
Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
GetAttackers = function(amount)
local units = GDI.GetActorsByType("e1")
@@ -31,52 +38,59 @@ WorldLoaded = function()
InitObjectives(Nod)
GDIObjective = GDI.AddObjective("Kill all enemies.")
BuildBase = Nod.AddObjective("Build a base.")
DestroyGDI = Nod.AddObjective("Destroy all GDI units.")
DestroyGDI = Nod.AddObjective("Destroy the GDI base.")
GDIObjective = GDI.AddObjective("Kill all enemies.")
Utils.Do({ Refinery, Yard }, function(actor)
Utils.Do(Guards, function(actor)
Trigger.OnDamaged(actor, function()
if not Grd2TriggerSwitch then
Grd2TriggerSwitch = true
Utils.Do(GetAttackers(5), IdleHunt)
if Atk3TriggerSwitch then
return
end
Atk3TriggerSwitch = true
MoveAndHunt(GetAttackers(4), Atk3Waypoints)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(25), function()
MoveAndHunt(GetAttackers(2), GDIWaypoints1)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
MoveAndHunt(GetAttackers(3), GDIWaypoints2)
end)
Trigger.OnKilled(Guard1, function()
MoveAndHunt(GetAttackers(3), GDIWaypoints2)
end)
Trigger.OnKilled(Guard4, function()
MoveAndHunt(GetAttackers(2), GDIWaypoints1)
end)
Trigger.OnAllKilled({ Guard2, Guard3 }, function()
MoveAndHunt(GetAttackers(2), GDIWaypoints1)
end)
Trigger.OnDamaged(Harvester, function()
if Atk5TriggerSwitch then
return
end
Atk5TriggerSwitch = true
MoveAndHunt(GetAttackers(3), GDIWaypoints2)
end)
Trigger.OnAllRemovedFromWorld(GDIBase, function()
Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
end)
Trigger.AfterDelay(DateTime.Seconds(40), function()
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function()
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
MoveAndHunt(GetAttackers(3), Atk3Waypoints)
end)
Trigger.AfterDelay(DateTime.Seconds(50), function()
MoveAndHunt(GetAttackers(3), Atk4Waypoints)
end)
Trigger.AfterDelay(DateTime.Seconds(30), function()
MoveAndHunt(GetAttackers(3), Pat1Waypoints)
end)
Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
MoveAndHunt(GetAttackers(5), Atk1Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
if a.Owner == Nod then
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(0, function()
Utils.Do(GDI.GetActorsByType("e1"), function(unit)
RebuildUnit({ unit }, GDI, Barracks)
@@ -89,14 +103,14 @@ WorldLoaded = function()
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(DestroyGDI)
end
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBase) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(BuildBase)
end

View File

@@ -1,3 +1,7 @@
Player:
PlayerResources:
DefaultCash: 4000
World:
LuaScript:
Scripts: campaign-global.lua, nod02b.lua
@@ -11,9 +15,60 @@ World:
WinVideo: airstrk.vqa
LossVideo: deskill.vqa
Player:
PlayerResources:
DefaultCash: 4000
^Vehicle:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
RenderSprites:
PlayerPalette: player-units
^Tank:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
RenderSprites:
PlayerPalette: player-units
^Helicopter:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
RenderSprites:
PlayerPalette: player-units
^Infantry:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
RenderSprites:
PlayerPalette: player-units
^Plane:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Ship:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Building:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Wall:
Tooltip:
ShowOwnerRow: false
^CommonHuskDefaults:
Tooltip:
GenericVisibility: Enemy, Ally, Neutral
GenericStancePrefix: false
ShowOwnerRow: false
RenderSprites:
PlayerPalette: player-units
NUK2:
Buildable:
@@ -74,6 +129,20 @@ MLRS:
MCV:
Buildable:
Prerequisites: ~disabled
RenderSprites:
PlayerPalette: player
MCV.Husk:
RenderSprites:
PlayerPalette: player
HARV:
RenderSprites:
PlayerPalette: player
HARV.Husk:
RenderSprites:
PlayerPalette: player
SAM:
Buildable: