Rename some lua files
This commit is contained in:
168
mods/ra/maps/soviet-05/soviet05-reinforcements_teams.lua
Normal file
168
mods/ra/maps/soviet-05/soviet05-reinforcements_teams.lua
Normal file
@@ -0,0 +1,168 @@
|
||||
SovietStartReinf = { "e2", "e2" }
|
||||
SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
|
||||
SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" }
|
||||
SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" }
|
||||
|
||||
if Map.Difficulty == "Easy" then
|
||||
ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
|
||||
else
|
||||
ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
|
||||
end
|
||||
InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" }
|
||||
CrossroadsReinfPath = { ReinfRoadPoint.Location }
|
||||
ArtyReinf = { "e3", "e3", "e3", "arty", "arty" }
|
||||
CoastGuardReinf = { "e1", "e1", "e3", "e1", "e3" }
|
||||
DDPatrol1 = { "dd", "dd", "dd" }
|
||||
DDPatrol1Path = { EIslandPoint.Location, WIslandPoint.Location, DDAttackPoint.Location, SReinfPathPoint4.Location, DDAttackPoint.Location, WIslandPoint.Location, EIslandPoint.Location, NearDockPoint.Location }
|
||||
DDPatrol2 = { "dd", "dd" }
|
||||
DDPatrol2Path = { NReinfPathPoint1.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint1.Location, NReinfPathPoint1.Location, NearDockPoint.Location }
|
||||
ShipArrivePath = { ReinfNorthPoint.Location, NearDockPoint.Location }
|
||||
|
||||
AlliedInfantryTypes = { "e1", "e3" }
|
||||
AlliedTankTypes = { "jeep", "1tnk" }
|
||||
AlliedAttackPath = { GreeceBaseEPoint.Location, CrossroadPoint.Location, NWOrefieldPoint.Location, AtUSSRBasePoint.Location }
|
||||
AlliedCrossroadsToRadarPath = { ReinfRoadPoint.Location, CrossroadPoint.Location, GreeceBaseEPoint.Location, GreeceBasePoint.Location }
|
||||
SouthReinfPath = { ReinfEastPoint.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint3.Location, SReinfPathPoint4.Location, USSRlstPoint.Location }
|
||||
NorthReinfPath = { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }
|
||||
GoodGuyOrefieldPatrolPath = { PatrolPoint1.Location, PatrolPoint2.Location, PatrolPoint3.Location, PatrolPoint4.Location }
|
||||
|
||||
Ships = { }
|
||||
GreeceInfAttack = { }
|
||||
GGInfAttack = { }
|
||||
TankAttackGG = { }
|
||||
|
||||
ShipWaypoints = { EIslandPoint, WIslandPoint, DDAttackPoint }
|
||||
InfantryWaypoints = { CrossroadPoint, NWOrefieldPoint, AtUSSRBasePoint, SovietBasePoint }
|
||||
InfantryGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
|
||||
TanksGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
|
||||
|
||||
Para = function()
|
||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||
local units = powerproxy.SendParatroopers(ParaPoint.CenterPosition, false, 28)
|
||||
powerproxy.Destroy()
|
||||
end
|
||||
|
||||
Para2 = function()
|
||||
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||
local units = powerproxy.SendParatroopers(USSRExpansionPoint.CenterPosition, false, 28)
|
||||
powerproxy.Destroy()
|
||||
end
|
||||
|
||||
ReinfInf = function()
|
||||
Reinforcements.Reinforce(Greece, InfantryReinfGreece, CrossroadsReinfPath, 0, function(soldier)
|
||||
soldier.Hunt()
|
||||
end)
|
||||
end
|
||||
|
||||
ReinfArmor = function()
|
||||
RCheck = false
|
||||
Reinforcements.Reinforce(Greece, ArmorReinfGreece, CrossroadsReinfPath, 0, function(soldier)
|
||||
soldier.Hunt()
|
||||
end)
|
||||
end
|
||||
|
||||
IslandTroops1 = function()
|
||||
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", CoastGuardReinf, { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }, { ReinfEastPoint.Location })[2]
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(coastguard)
|
||||
coastguard.AttackMove(CoastGuardPoint.Location)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops1)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops1)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
IslandTroops2 = function()
|
||||
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2]
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(patrols)
|
||||
patrols.Patrol(GoodGuyOrefieldPatrolPath, true, 150)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops2)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
IslandTroops3 = function()
|
||||
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2]
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(guards)
|
||||
guards.AttackMove(USSRExpansionPoint.Location)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops3)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops3)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
BringDDPatrol1 = function()
|
||||
local units = Reinforcements.Reinforce(Greece, DDPatrol1, ShipArrivePath, 0)
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(patrols)
|
||||
patrols.Patrol(DDPatrol1Path, true, 250)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
BringDDPatrol2 = function()
|
||||
local units = Reinforcements.Reinforce(Greece, DDPatrol2, ShipArrivePath, 0)
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(patrols)
|
||||
patrols.Patrol(DDPatrol2Path, true, 250)
|
||||
end)
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user