diff --git a/mods/cnc/maps/funpark01/scj01ea.lua b/mods/cnc/maps/funpark01/scj01ea.lua index 2130e84c48..1df9c1a0e6 100644 --- a/mods/cnc/maps/funpark01/scj01ea.lua +++ b/mods/cnc/maps/funpark01/scj01ea.lua @@ -4,7 +4,7 @@ BikeReinforcments = { "bike" } ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint) - local transport = Actor.Create("oldlst", true, { Owner = nod, Facing = 0, Location = transportStart }) + local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart }) local subcell = 0 Utils.Do(units, function(a) transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell })) @@ -33,41 +33,41 @@ ReinforceWithLandingCraft = function(units, transportStart, transportUnload, ral end WorldLoaded = function() - nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") dinosaur = Player.GetPlayer("Dinosaur") civilian = Player.GetPlayer("Civilian") - InvestigateObj = nod.AddPrimaryObjective("Investigate the nearby village for reports of \nstrange activity.") + InvestigateObj = player.AddPrimaryObjective("Investigate the nearby village for reports of \nstrange activity.") - Trigger.OnObjectiveAdded(nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(nod, function() - Media.PlaySpeechNotification(nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(nod, function() - Media.PlaySpeechNotification(nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - ReachVillageObj = nod.AddPrimaryObjective("Reach the village.") + ReachVillageObj = player.AddPrimaryObjective("Reach the village.") Trigger.OnPlayerDiscovered(civilian, function(_, discoverer) - if discoverer == nod and not nod.IsObjectiveCompleted(ReachVillageObj) then + if discoverer == player and not player.IsObjectiveCompleted(ReachVillageObj) then if not dinosaur.HasNoRequiredUnits() then - KillDinos = nod.AddPrimaryObjective("Kill all creatures in the area.") + KillDinos = player.AddPrimaryObjective("Kill all creatures in the area.") end - nod.MarkCompletedObjective(ReachVillageObj) + player.MarkCompletedObjective(ReachVillageObj) end end) @@ -89,12 +89,12 @@ end Tick = function() if InitialUnitsArrived then - if nod.HasNoRequiredUnits() then - nod.MarkFailedObjective(InvestigateObj) + if player.HasNoRequiredUnits() then + player.MarkFailedObjective(InvestigateObj) end if dinosaur.HasNoRequiredUnits() then - if KillDinos then nod.MarkCompletedObjective(KillDinos) end - nod.MarkCompletedObjective(InvestigateObj) + if KillDinos then player.MarkCompletedObjective(KillDinos) end + player.MarkCompletedObjective(InvestigateObj) end end end diff --git a/mods/cnc/maps/gdi04a/gdi04a.lua b/mods/cnc/maps/gdi04a/gdi04a.lua index 2dd2efe7cf..59a15a3228 100644 --- a/mods/cnc/maps/gdi04a/gdi04a.lua +++ b/mods/cnc/maps/gdi04a/gdi04a.lua @@ -17,7 +17,7 @@ NodHelis = { } SendHeli = function(heli) - units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[3], heli[2], { heli[2][1] }) + units = Reinforcements.ReinforceWithTransport(enemy, "tran", heli[3], heli[2], { heli[2][1] }) Utils.Do(units[2], function(actor) actor.Hunt() Trigger.OnIdle(actor, actor.Hunt) @@ -27,8 +27,8 @@ SendHeli = function(heli) end SendGDIReinforcements = function() - Media.PlaySpeechNotification(gdi, "Reinforce") - Reinforcements.ReinforceWithTransport(gdi, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team) table.insert(team, apc) Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) end) Utils.Do(team, function(unit) unit.Stance = "Defend" end) @@ -75,62 +75,62 @@ KillCounter = function() kills = kills + 1 end ReinforcementsSent = false Tick = function() - nod.Cash = 1000 + enemy.Cash = 1000 if not ReinforcementsSent and kills >= KillsUntilReinforcements then ReinforcementsSent = true - gdi.MarkCompletedObjective(reinforcementsObjective) + player.MarkCompletedObjective(reinforcementsObjective) SendGDIReinforcements() end - if gdi.HasNoRequiredUnits() then - Trigger.AfterDelay(DateTime.Seconds(1), function() gdi.MarkFailedObjective(gdiObjective) end) + if player.HasNoRequiredUnits() then + Trigger.AfterDelay(DateTime.Seconds(1), function() player.MarkFailedObjective(gdiObjective) end) end end SetupWorld = function() - Utils.Do(nod.GetGroundAttackers(nod), function(unit) + Utils.Do(enemy.GetGroundAttackers(enemy), function(unit) Trigger.OnKilled(unit, KillCounter) end) - Utils.Do(gdi.GetGroundAttackers(), function(unit) + Utils.Do(player.GetGroundAttackers(), function(unit) unit.Stance = "Defend" end) Hunter1.Hunt() Hunter2.Hunt() - Trigger.OnRemovedFromWorld(crate, function() gdi.MarkCompletedObjective(gdiObjective) end) + Trigger.OnRemovedFromWorld(crate, function() player.MarkCompletedObjective(gdiObjective) end) end WorldLoaded = function() - gdi = Player.GetPlayer("GDI") - nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("GDI") + enemy = Player.GetPlayer("Nod") SetupWorld() - Trigger.OnObjectiveAdded(gdi, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(gdi, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(gdi, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(gdi, function() - Media.PlaySpeechNotification(gdi, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(gdi, function() - Media.PlaySpeechNotification(gdi, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - gdiObjective = gdi.AddPrimaryObjective("Retrieve the crate with the stolen rods.") - reinforcementsObjective = gdi.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.") - nod.AddPrimaryObjective("Defend against the GDI forces.") + gdiObjective = player.AddPrimaryObjective("Retrieve the crate with the stolen rods.") + reinforcementsObjective = player.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.") + enemy.AddPrimaryObjective("Defend against the GDI forces.") BuildNod1() Utils.Do(NodHelis, function(heli) @@ -139,7 +139,7 @@ WorldLoaded = function() autoTrigger = false Trigger.OnEnteredFootprint(AutoTrigger, function(a, id) - if not autoTrigger and a.Owner == gdi then + if not autoTrigger and a.Owner == player then autoTrigger = true Trigger.RemoveFootprintTrigger(id) BuildAuto1() @@ -148,10 +148,10 @@ WorldLoaded = function() gdiHeliTrigger = false Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id) - if not gdiHeliTrigger and a.Owner == gdi then + if not gdiHeliTrigger and a.Owner == player then gdiHeliTrigger = true Trigger.RemoveFootprintTrigger(id) - Reinforcements.ReinforceWithTransport(gdi, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location }) + Reinforcements.ReinforceWithTransport(player, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location }) end end) diff --git a/mods/cnc/maps/gdi04b/gdi04b.lua b/mods/cnc/maps/gdi04b/gdi04b.lua index d7bc55a270..731eda1d23 100644 --- a/mods/cnc/maps/gdi04b/gdi04b.lua +++ b/mods/cnc/maps/gdi04b/gdi04b.lua @@ -16,7 +16,7 @@ GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcement NodHeli = { { HeliEntry.Location, NodHeliLZ.Location }, { "e1", "e1", "e3", "e3" } } SendHeli = function(heli) - units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[2], heli[1], { heli[1][1] }) + units = Reinforcements.ReinforceWithTransport(enemy, "tran", heli[2], heli[1], { heli[1][1] }) Utils.Do(units[2], function(actor) actor.Hunt() Trigger.OnIdle(actor, actor.Hunt) @@ -25,8 +25,8 @@ SendHeli = function(heli) end SendGDIReinforcements = function() - Media.PlaySpeechNotification(gdi, "Reinforce") - Reinforcements.ReinforceWithTransport(gdi, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team) table.insert(team, apc) Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) end) Utils.Do(team, function(unit) unit.Stance = "Defend" end) @@ -81,66 +81,66 @@ ReinforcementsSent = false kills = 0 KillCounter = function() kills = kills + 1 end Tick = function() - nod.Cash = 1000 + enemy.Cash = 1000 if not ReinforcementsSent and kills >= KillsUntilReinforcements then ReinforcementsSent = true - gdi.MarkCompletedObjective(reinforcementsObjective) + player.MarkCompletedObjective(reinforcementsObjective) SendGDIReinforcements() end - if gdi.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then Trigger.AfterDelay(DateTime.Seconds(1), function() - gdi.MarkFailedObjective(gdiObjective) + player.MarkFailedObjective(gdiObjective) end) end end SetupWorld = function() - Utils.Do(nod.GetGroundAttackers(), function(unit) + Utils.Do(enemy.GetGroundAttackers(), function(unit) Trigger.OnKilled(unit, KillCounter) end) - Utils.Do(gdi.GetGroundAttackers(), function(unit) + Utils.Do(player.GetGroundAttackers(), function(unit) unit.Stance = "Defend" end) Utils.Do(Hunters, function(actor) actor.Hunt() end) - Trigger.OnRemovedFromWorld(crate, function() gdi.MarkCompletedObjective(gdiObjective) end) + Trigger.OnRemovedFromWorld(crate, function() player.MarkCompletedObjective(gdiObjective) end) end WorldLoaded = function() - gdi = Player.GetPlayer("GDI") - nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("GDI") + enemy = Player.GetPlayer("Nod") - Trigger.OnObjectiveAdded(gdi, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(gdi, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(gdi, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(gdi, function() - Media.PlaySpeechNotification(gdi, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(gdi, function() - Media.PlaySpeechNotification(gdi, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - gdiObjective = gdi.AddPrimaryObjective("Retrieve the crate with the stolen rods.") - reinforcementsObjective = gdi.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.") - nod.AddPrimaryObjective("Defend against the GDI forces.") + gdiObjective = player.AddPrimaryObjective("Retrieve the crate with the stolen rods.") + reinforcementsObjective = player.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.") + enemy.AddPrimaryObjective("Defend against the GDI forces.") SetupWorld() bhndTrigger = false Trigger.OnExitedFootprint(BhndTrigger, function(a, id) - if not bhndTrigger and a.Owner == gdi then + if not bhndTrigger and a.Owner == player then bhndTrigger = true Trigger.RemoveFootprintTrigger(id) SendHeli(NodHeli) @@ -149,7 +149,7 @@ WorldLoaded = function() atk1Trigger = false Trigger.OnExitedFootprint(Atk1Trigger, function(a, id) - if not atk1Trigger and a.Owner == gdi then + if not atk1Trigger and a.Owner == player then atk1Trigger = true Trigger.RemoveFootprintTrigger(id) BuildNod1() @@ -158,7 +158,7 @@ WorldLoaded = function() atk2Trigger = false Trigger.OnEnteredFootprint(Atk2Trigger, function(a, id) - if not atk2Trigger and a.Owner == gdi then + if not atk2Trigger and a.Owner == player then atk2Trigger = true Trigger.RemoveFootprintTrigger(id) BuildNod2() @@ -167,7 +167,7 @@ WorldLoaded = function() autoTrigger = false Trigger.OnEnteredFootprint(AutoTrigger, function(a, id) - if not autoTrigger and a.Owner == gdi then + if not autoTrigger and a.Owner == player then autoTrigger = true Trigger.RemoveFootprintTrigger(id) BuildAuto() @@ -179,10 +179,10 @@ WorldLoaded = function() gdiHeliTrigger = false Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id) - if not gdiHeliTrigger and a.Owner == gdi then + if not gdiHeliTrigger and a.Owner == player then gdiHeliTrigger = true Trigger.RemoveFootprintTrigger(id) - Reinforcements.ReinforceWithTransport(gdi, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location }) + Reinforcements.ReinforceWithTransport(player, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location }) end end) diff --git a/mods/cnc/maps/gdi04c/gdi04c.lua b/mods/cnc/maps/gdi04c/gdi04c.lua index 7d9defda4d..0d47ab5ecd 100644 --- a/mods/cnc/maps/gdi04c/gdi04c.lua +++ b/mods/cnc/maps/gdi04c/gdi04c.lua @@ -36,12 +36,12 @@ TownAttackAction = function(actor) end AttackTown = function() - Reinforcements.Reinforce(nod, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction) + Reinforcements.Reinforce(enemy, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction) Trigger.AfterDelay(DateTime.Seconds(2), function() - Reinforcements.Reinforce(nod, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) + Reinforcements.Reinforce(enemy, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) end) Trigger.AfterDelay(DateTime.Seconds(4), function() - Reinforcements.Reinforce(nod, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) + Reinforcements.Reinforce(enemy, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) end) end @@ -63,7 +63,7 @@ end WorldLoaded = function() player = Player.GetPlayer("GDI") - nod = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("Nod") Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") @@ -87,7 +87,7 @@ WorldLoaded = function() Media.PlaySpeechNotification(player, "Lose") end) - nodObjective = nod.AddPrimaryObjective("Destroy all GDI troops.") + nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.") gdiObjective1 = player.AddPrimaryObjective("Defend the town of BiaƂystok.") gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.") @@ -123,9 +123,9 @@ end Tick = function() if player.HasNoRequiredUnits() then - nod.MarkCompletedObjective(nodObjective) + enemy.MarkCompletedObjective(nodObjective) end - if nod.HasNoRequiredUnits() then + if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(gdiObjective1) player.MarkCompletedObjective(gdiObjective2) end diff --git a/mods/cnc/maps/gdi05a/gdi05a.lua b/mods/cnc/maps/gdi05a/gdi05a.lua index e119088a9a..a64e4a75e4 100644 --- a/mods/cnc/maps/gdi05a/gdi05a.lua +++ b/mods/cnc/maps/gdi05a/gdi05a.lua @@ -56,7 +56,7 @@ AttackPaths = } Build = function(factory, units, action) - if factory.IsDead or factory.Owner ~= nod then + if factory.IsDead or factory.Owner ~= enemy then return end @@ -72,7 +72,7 @@ Attack = function() local path = Utils.Random(AttackPaths) Build(types[1], types[2], function(units) Utils.Do(units, function(unit) - if unit.Owner ~= nod then return end + if unit.Owner ~= enemy then return end unit.Patrol(path, false) Trigger.OnIdle(unit, unit.Hunt) end) @@ -84,7 +84,7 @@ end Grd1Action = function() Build(Airfield, Grd1UnitTypes, function(units) Utils.Do(units, function(unit) - if unit.Owner ~= nod then return end + if unit.Owner ~= enemy then return end Trigger.OnKilled(unit, function() Trigger.AfterDelay(Grd1Delay[Map.Difficulty], Grd1Action) end) @@ -96,7 +96,7 @@ end Grd2Action = function() Build(Airfield, Grd2UnitTypes, function(units) Utils.Do(units, function(unit) - if unit.Owner ~= nod then return end + if unit.Owner ~= enemy then return end unit.Patrol(Grd2Path, true, DateTime.Seconds(5)) end) end) @@ -121,19 +121,19 @@ Grd3Action = function() end DiscoverGdiBase = function(actor, discoverer) - if baseDiscovered or not discoverer == gdi then + if baseDiscovered or not discoverer == player then return end Utils.Do(GdiBase, function(actor) - actor.Owner = gdi + actor.Owner = player end) GdiHarv.FindResources() baseDiscovered = true - gdiObjective3 = gdi.AddPrimaryObjective("Eliminate all Nod forces in the area.") - gdi.MarkCompletedObjective(gdiObjective1) + gdiObjective3 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.") + player.MarkCompletedObjective(gdiObjective1) Attack() end @@ -143,17 +143,17 @@ SetupWorld = function() unit.Destroy() end) - Media.PlaySpeechNotification(gdi, "Reinforce") - Reinforcements.Reinforce(gdi, GdiTanks, { GdiTankEntry.Location, GdiTankRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end) - Reinforcements.Reinforce(gdi, GdiApc, { GdiApcEntry.Location, GdiApcRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end) - Reinforcements.Reinforce(gdi, GdiInfantry, { GdiInfantryEntry.Location, GdiInfantryRallyPoint.Location }, 15, function(actor) actor.Stance = "Defend" end) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, GdiTanks, { GdiTankEntry.Location, GdiTankRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end) + Reinforcements.Reinforce(player, GdiApc, { GdiApcEntry.Location, GdiApcRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end) + Reinforcements.Reinforce(player, GdiInfantry, { GdiInfantryEntry.Location, GdiInfantryRallyPoint.Location }, 15, function(actor) actor.Stance = "Defend" end) Trigger.OnPlayerDiscovered(gdiBase, DiscoverGdiBase) Utils.Do(Map.NamedActors, function(actor) - if actor.Owner == nod and actor.HasProperty("StartBuildingRepairs") then + if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) - if building.Owner == nod and building.Health < RepairThreshold[Map.Difficulty] * building.MaxHealth then + if building.Owner == enemy and building.Health < RepairThreshold[Map.Difficulty] * building.MaxHealth then building.StartBuildingRepairs() end end) @@ -161,15 +161,15 @@ SetupWorld = function() end) Trigger.OnAllKilled(NodSams, function() - gdi.MarkCompletedObjective(gdiObjective2) - Actor.Create("airstrike.proxy", true, { Owner = gdi }) + player.MarkCompletedObjective(gdiObjective2) + Actor.Create("airstrike.proxy", true, { Owner = player }) end) GdiHarv.Stop() NodHarv.FindResources() if Map.Difficulty ~= "Easy" then Trigger.OnDamaged(NodHarv, function() - Utils.Do(nod.GetGroundAttackers(), function(unit) + Utils.Do(enemy.GetGroundAttackers(), function(unit) unit.AttackMove(NodHarv.Location) if Map.Difficulty == "Hard" then unit.Hunt() @@ -185,30 +185,30 @@ end WorldLoaded = function() gdiBase = Player.GetPlayer("AbandonedBase") - gdi = Player.GetPlayer("GDI") - nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("GDI") + enemy = Player.GetPlayer("Nod") - Trigger.OnObjectiveAdded(gdi, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(gdi, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(gdi, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerLost(gdi, function() + Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) - Trigger.OnPlayerWon(gdi, function() + Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) - nodObjective = nod.AddPrimaryObjective("Destroy all GDI troops.") - gdiObjective1 = gdi.AddPrimaryObjective("Find the GDI base.") - gdiObjective2 = gdi.AddSecondaryObjective("Destroy all SAM sites to receive air support.") + nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.") + gdiObjective1 = player.AddPrimaryObjective("Find the GDI base.") + gdiObjective2 = player.AddSecondaryObjective("Destroy all SAM sites to receive air support.") SetupWorld() @@ -216,12 +216,12 @@ WorldLoaded = function() end Tick = function() - if gdi.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - nod.MarkCompletedObjective(nodObjective) + enemy.MarkCompletedObjective(nodObjective) end end - if baseDiscovered and nod.HasNoRequiredUnits() then - gdi.MarkCompletedObjective(gdiObjective3) + if baseDiscovered and enemy.HasNoRequiredUnits() then + player.MarkCompletedObjective(gdiObjective3) end end \ No newline at end of file diff --git a/mods/cnc/maps/gdi05b/gdi05b.lua b/mods/cnc/maps/gdi05b/gdi05b.lua index 5df1e1acae..5f02838780 100644 --- a/mods/cnc/maps/gdi05b/gdi05b.lua +++ b/mods/cnc/maps/gdi05b/gdi05b.lua @@ -40,7 +40,7 @@ GdiUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "je NodSams = { Sam1, Sam2, Sam3, Sam4 } AllToHunt = function() - local list = nod.GetGroundAttackers() + local list = enemy.GetGroundAttackers() Utils.Do(list, function(unit) unit.Hunt() end) @@ -56,60 +56,60 @@ end AutoCreateTeam = function() local team = Utils.Random(AutoCreateTeams) for type, count in pairs(team[1]) do - MoveThenHunt(Utils.Take(count, nod.GetActorsByType(type)), team[2]) + MoveThenHunt(Utils.Take(count, enemy.GetActorsByType(type)), team[2]) end Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam) end DiscoverGdiBase = function(actor, discoverer) - if baseDiscovered or not discoverer == gdi then + if baseDiscovered or not discoverer == player then return end Utils.Do(GdiBase, function(actor) - actor.Owner = gdi + actor.Owner = player end) GdiHarv.FindResources() baseDiscovered = true - gdiObjective3 = gdi.AddPrimaryObjective("Eliminate all Nod forces in the area.") - gdi.MarkCompletedObjective(gdiObjective1) + gdiObjective3 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.") + player.MarkCompletedObjective(gdiObjective1) end Atk1TriggerFunction = function() - MoveThenHunt(Utils.Take(2, nod.GetActorsByType('e1')), AtkRoute1) - MoveThenHunt(Utils.Take(3, nod.GetActorsByType('e3')), AtkRoute1) + MoveThenHunt(Utils.Take(2, enemy.GetActorsByType('e1')), AtkRoute1) + MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e3')), AtkRoute1) end Atk2TriggerFunction = function() - MoveThenHunt(Utils.Take(3, nod.GetActorsByType('e1')), AtkRoute2) - MoveThenHunt(Utils.Take(3, nod.GetActorsByType('e3')), AtkRoute2) + MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e1')), AtkRoute2) + MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e3')), AtkRoute2) end Atk3TriggerFunction = function() - MoveThenHunt(Utils.Take(1, nod.GetActorsByType('bggy')), AtkRoute1) + MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('bggy')), AtkRoute1) end Atk4TriggerFunction = function() - MoveThenHunt(Utils.Take(1, nod.GetActorsByType('bggy')), AtkRoute2) + MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('bggy')), AtkRoute2) end Atk5TriggerFunction = function() - MoveThenHunt(Utils.Take(1, nod.GetActorsByType('ltnk')), AtkRoute2) + MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('ltnk')), AtkRoute2) end StartProduction = function(type) - if Hand1.IsInWorld and Hand1.Owner == nod then + if Hand1.IsInWorld and Hand1.Owner == enemy then Hand1.Build(type) Trigger.AfterDelay(DateTime.Seconds(30), function() StartProduction(type) end) end end InsertGdiUnits = function() - Media.PlaySpeechNotification(gdi, "Reinforce") - Reinforcements.Reinforce(gdi, GdiUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, GdiUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) end IdleHunt = function(unit) @@ -119,48 +119,48 @@ IdleHunt = function(unit) end WorldLoaded = function() - gdi = Player.GetPlayer("GDI") + player = Player.GetPlayer("GDI") gdiBase = Player.GetPlayer("AbandonedBase") - nod = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("Nod") - Trigger.OnObjectiveAdded(gdi, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(gdi, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(gdi, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(gdi, function() - Media.PlaySpeechNotification(gdi, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(gdi, function() - Media.PlaySpeechNotification(gdi, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) Utils.Do(Map.NamedActors, function(actor) - if actor.Owner == nod and actor.HasProperty("StartBuildingRepairs") then + if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) - if building.Owner == nod and building.Health < RepairThreshold * building.MaxHealth then + if building.Owner == enemy and building.Health < RepairThreshold * building.MaxHealth then building.StartBuildingRepairs() end end) end end) - gdiObjective1 = gdi.AddPrimaryObjective("Find the GDI base.") - gdiObjective2 = gdi.AddSecondaryObjective("Destroy all SAM sites to receive air support.") - nodObjective = nod.AddPrimaryObjective("Destroy all GDI troops.") + gdiObjective1 = player.AddPrimaryObjective("Find the GDI base.") + gdiObjective2 = player.AddSecondaryObjective("Destroy all SAM sites to receive air support.") + nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.") Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction) Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction) Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction) Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction) Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id) - if a.Owner == gdi then + if a.Owner == player then Atk5TriggerFunction() Trigger.RemoveFootprintTrigger(id) end @@ -174,8 +174,8 @@ WorldLoaded = function() Trigger.OnPlayerDiscovered(gdiBase, DiscoverGdiBase) Trigger.OnAllKilled(NodSams, function() - gdi.MarkCompletedObjective(gdiObjective2) - Actor.Create("airstrike.proxy", true, { Owner = gdi }) + player.MarkCompletedObjective(gdiObjective2) + Actor.Create("airstrike.proxy", true, { Owner = player }) end) Camera.Position = UnitsRally.CenterPosition @@ -184,12 +184,12 @@ WorldLoaded = function() end Tick = function() - if gdi.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - nod.MarkCompletedObjective(nodObjective) + enemy.MarkCompletedObjective(nodObjective) end end - if baseDiscovered and nod.HasNoRequiredUnits() then - gdi.MarkCompletedObjective(gdiObjective3) + if baseDiscovered and enemy.HasNoRequiredUnits() then + player.MarkCompletedObjective(gdiObjective3) end end diff --git a/mods/cnc/maps/nod01/nod01.lua b/mods/cnc/maps/nod01/nod01.lua index baccd441f9..422c0c6e9f 100644 --- a/mods/cnc/maps/nod01/nod01.lua +++ b/mods/cnc/maps/nod01/nod01.lua @@ -5,26 +5,26 @@ RifleInfantryReinforcements = { "e1", "e1" } RocketInfantryReinforcements = { "e3", "e3", "e3", "e3", "e3" } SendInitialForces = function() - Media.PlaySpeechNotification(nod, "Reinforce") - Reinforcements.Reinforce(nod, InitialForcesA, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 5) - Reinforcements.Reinforce(nod, InitialForcesB, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 10) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, InitialForcesA, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 5) + Reinforcements.Reinforce(player, InitialForcesB, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 10) end SendFirstInfantryReinforcements = function() - Media.PlaySpeechNotification(nod, "Reinforce") - Reinforcements.Reinforce(nod, RifleInfantryReinforcements, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 15) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, RifleInfantryReinforcements, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 15) end SendSecondInfantryReinforcements = function() - Media.PlaySpeechNotification(nod, "Reinforce") - Reinforcements.Reinforce(nod, RifleInfantryReinforcements, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 15) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, RifleInfantryReinforcements, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 15) end SendLastInfantryReinforcements = function() - Media.PlaySpeechNotification(nod, "Reinforce") + Media.PlaySpeechNotification(player, "Reinforce") -- Move the units properly into the map before they start attacking - local forces = Reinforcements.Reinforce(nod, RocketInfantryReinforcements, { VillageSpawnPoint.Location, VillageRallyPoint.Location }, 8) + local forces = Reinforcements.Reinforce(player, RocketInfantryReinforcements, { VillageSpawnPoint.Location, VillageRallyPoint.Location }, 8) Utils.Do(forces, function(a) a.Stance = "Defend" a.CallFunc(function() a.Stance = "AttackAnything" end) @@ -32,35 +32,35 @@ SendLastInfantryReinforcements = function() end WorldLoaded = function() - nod = Player.GetPlayer("Nod") - gdi = Player.GetPlayer("GDI") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") villagers = Player.GetPlayer("Villagers") - Trigger.OnObjectiveAdded(nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(nod, function() - Media.PlaySpeechNotification(nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(nod, function() - Media.PlaySpeechNotification(nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - NodObjective1 = nod.AddPrimaryObjective("Kill Nikoomba.") - NodObjective2 = nod.AddPrimaryObjective("Destroy the village.") - NodObjective3 = nod.AddSecondaryObjective("Destroy all GDI troops in the area.") - GDIObjective1 = gdi.AddPrimaryObjective("Eliminate all Nod forces.") + NodObjective1 = player.AddPrimaryObjective("Kill Nikoomba.") + NodObjective2 = player.AddPrimaryObjective("Destroy the village.") + NodObjective3 = player.AddSecondaryObjective("Destroy all GDI troops in the area.") + GDIObjective1 = enemy.AddPrimaryObjective("Eliminate all Nod forces.") Trigger.OnKilled(Nikoomba, function() - nod.MarkCompletedObjective(NodObjective1) + player.MarkCompletedObjective(NodObjective1) Trigger.AfterDelay(DateTime.Seconds(1), function() SendLastInfantryReinforcements() end) @@ -75,14 +75,14 @@ end Tick = function() if DateTime.GameTime > 2 then - if nod.HasNoRequiredUnits() then - gdi.MarkCompletedObjective(GDIObjective1) + if player.HasNoRequiredUnits() then + enemy.MarkCompletedObjective(GDIObjective1) end if villagers.HasNoRequiredUnits() then - nod.MarkCompletedObjective(NodObjective2) + player.MarkCompletedObjective(NodObjective2) end - if gdi.HasNoRequiredUnits() then - nod.MarkCompletedObjective(NodObjective3) + if enemy.HasNoRequiredUnits() then + player.MarkCompletedObjective(NodObjective3) end end end diff --git a/mods/cnc/maps/nod02a/nod02a.lua b/mods/cnc/maps/nod02a/nod02a.lua index 805b647bef..ad78934615 100644 --- a/mods/cnc/maps/nod02a/nod02a.lua +++ b/mods/cnc/maps/nod02a/nod02a.lua @@ -42,9 +42,9 @@ getActors = function(owner, units) end InsertNodUnits = function() - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) - Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location }) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) + Reinforcements.Reinforce(player, { "mcv" }, { McvEntry.Location, McvRally.Location }) end OnAnyDamaged = function(actors, func) @@ -66,14 +66,14 @@ CheckForBase = function(player) end DfndTriggerFunction = function() - local list = GDI.GetGroundAttackers() + local list = enemy.GetGroundAttackers() Utils.Do(list, function(unit) IdleHunt(unit) end) end Atk2TriggerFunction = function() - local MyActors = getActors(GDI, { ['e1'] = 3 }) + local MyActors = getActors(enemy, { ['e1'] = 3 }) Utils.Do(MyActors, function(actor) Atk2Movement(actor) end) @@ -82,7 +82,7 @@ end Atk3TriggerFunction = function() if not Atk3TriggerSwitch then Atk3TriggerSwitch = true - MyActors = getActors(GDI, { ['e1'] = 4 }) + MyActors = getActors(enemy, { ['e1'] = 4 }) Utils.Do(MyActors, function(actor) Atk3Movement(actor) end) @@ -90,28 +90,28 @@ Atk3TriggerFunction = function() end Atk5TriggerFunction = function() - local MyActors = getActors(GDI, { ['e1'] = 3 }) + local MyActors = getActors(enemy, { ['e1'] = 3 }) Utils.Do(MyActors, function(actor) Atk2Movement(actor) end) end Atk6TriggerFunction = function() - local MyActors = getActors(GDI, { ['e1'] = 4 }) + local MyActors = getActors(enemy, { ['e1'] = 4 }) Utils.Do(MyActors, function(actor) Atk3Movement(actor) end) end Atk7TriggerFunction = function() - local MyActors = getActors(GDI, { ['e1'] = 3 }) + local MyActors = getActors(enemy, { ['e1'] = 3 }) Utils.Do(MyActors, function(actor) Atk4Movement(actor) end) end Pat1TriggerFunction = function() - local MyActors = getActors(GDI, { ['e1'] = 3 }) + local MyActors = getActors(enemy, { ['e1'] = 3 }) Utils.Do(MyActors, function(actor) Pat1Movement(actor) end) @@ -153,32 +153,32 @@ Pat1Movement = function(unit) end WorldLoaded = function() - GDI = Player.GetPlayer("GDI") - Nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - NodObjective1 = Nod.AddPrimaryObjective("Build a base.") - NodObjective2 = Nod.AddPrimaryObjective("Destroy the GDI base.") - GDIObjective = GDI.AddPrimaryObjective("Kill all enemies.") + NodObjective1 = player.AddPrimaryObjective("Build a base.") + NodObjective2 = player.AddPrimaryObjective("Destroy the GDI base.") + GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.") OnAnyDamaged(Atk3ActorTriggerActivator, Atk3TriggerFunction) Trigger.OnAllRemovedFromWorld(DfndActorTriggerActivator, DfndTriggerFunction) @@ -190,8 +190,8 @@ WorldLoaded = function() Trigger.AfterDelay(Pat1TriggerFunctionTime, Pat1TriggerFunction) Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id) - if a.Owner == Nod then - MyActors = getActors(GDI, { ['e1'] = 5 }) + if a.Owner == player then + MyActors = getActors(enemy, { ['e1'] = 5 }) Utils.Do(MyActors, function(actor) Atk1Movement(actor) end) @@ -200,8 +200,8 @@ WorldLoaded = function() end) Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id) - if a.Owner == Nod then - MyActors = getActors(GDI, { ['e1'] = 3 } ) + if a.Owner == player then + MyActors = getActors(enemy, { ['e1'] = 3 } ) Utils.Do(MyActors, function(actor) Atk2Movement(actor) end) @@ -214,22 +214,22 @@ WorldLoaded = function() end Tick = function() - if GDI.HasNoRequiredUnits() then - Nod.MarkCompletedObjective(NodObjective2) + if enemy.HasNoRequiredUnits() then + player.MarkCompletedObjective(NodObjective2) end - if Nod.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - GDI.MarkCompletedObjective(GDIObjective) + enemy.MarkCompletedObjective(GDIObjective) end end - if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(NodObjective1) and CheckForBase(Nod) then - Nod.MarkCompletedObjective(NodObjective1) + if DateTime.GameTime % DateTime.Seconds(1) == 0 and not player.IsObjectiveCompleted(NodObjective1) and CheckForBase(player) then + player.MarkCompletedObjective(NodObjective1) end - if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == gdi then - checkProduction(GDI) + if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == enemy then + checkProduction(enemy) end end @@ -252,7 +252,7 @@ end getStartUnits = function() local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor) - return actor.Owner == GDI + return actor.Owner == enemy end) Utils.Do(Units, function(unit) if unit.Type == UnitToRebuild then diff --git a/mods/cnc/maps/nod02b/nod02b.lua b/mods/cnc/maps/nod02b/nod02b.lua index 72bb026ecb..1f63f6f702 100644 --- a/mods/cnc/maps/nod02b/nod02b.lua +++ b/mods/cnc/maps/nod02b/nod02b.lua @@ -19,7 +19,7 @@ GDIStartUnits = 0 Grd2TriggerFunction = function() if not Grd2TriggerSwitch then Grd2TriggerSwitch = true - MyActors = getActors(GDI, { ['e1'] = 5 }) + MyActors = getActors(enemy, { ['e1'] = 5 }) Utils.Do(MyActors, function(actor) Gdi5Movement(actor) end) @@ -27,35 +27,35 @@ Grd2TriggerFunction = function() end Atk8TriggerFunction = function() - MyActors = getActors(GDI, { ['e1'] = 2 }) + MyActors = getActors(enemy, { ['e1'] = 2 }) Utils.Do(MyActors, function(actor) Gdi1Movement(actor) end) end Atk7TriggerFunction = function() - MyActors = getActors(GDI, { ['e1'] = 3 }) + MyActors = getActors(enemy, { ['e1'] = 3 }) Utils.Do(MyActors, function(actor) Gdi3Movement(actor) end) end Atk4TriggerFunction = function() - MyActors = getActors(GDI, { ['e1'] = 3 }) + MyActors = getActors(enemy, { ['e1'] = 3 }) Utils.Do(MyActors, function(actor) Gdi3Movement(actor) end) end Atk3TriggerFunction = function() - MyActors = getActors(GDI, { ['e1'] = 2 }) + MyActors = getActors(enemy, { ['e1'] = 2 }) Utils.Do(MyActors, function(actor) Gdi1Movement(actor) end) end Atk6TriggerFunction = function() - MyActors = getActors(GDI, { ['e1'] = 2 }) + MyActors = getActors(enemy, { ['e1'] = 2 }) Utils.Do(MyActors, function(actor) Gdi1Movement(actor) end) @@ -64,7 +64,7 @@ end Atk5TriggerFunction = function() if not Atk5TriggerSwitch then Atk5TriggerSwitch = true - MyActors = getActors(GDI, { ['e1'] = 3 }) + MyActors = getActors(enemy, { ['e1'] = 3 }) Utils.Do(MyActors, function(actor) Gdi3Movement(actor) end) @@ -72,7 +72,7 @@ Atk5TriggerFunction = function() end HuntTriggerFunction = function() - local list = GDI.GetGroundAttackers() + local list = enemy.GetGroundAttackers() Utils.Do(list, function(unit) IdleHunt(unit) end) @@ -97,32 +97,32 @@ Gdi3Movement = function(unit) end WorldLoaded = function() - GDI = Player.GetPlayer("GDI") - Nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - GDIObjective = GDI.AddPrimaryObjective("Kill all enemies.") - NodObjective1 = Nod.AddPrimaryObjective("Build a base.") - NodObjective2 = Nod.AddPrimaryObjective("Destroy all GDI units.") + GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.") + NodObjective1 = player.AddPrimaryObjective("Build a base.") + NodObjective2 = player.AddPrimaryObjective("Destroy all GDI units.") OnAnyDamaged(Grd2ActorTriggerActivator, Grd2TriggerFunction) Trigger.AfterDelay(Atk8TriggerFunctionTime, Atk8TriggerFunction) @@ -139,22 +139,22 @@ WorldLoaded = function() end Tick = function() - if Nod.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - GDI.MarkCompletedObjective(GDIObjective) + enemy.MarkCompletedObjective(GDIObjective) end end - if GDI.HasNoRequiredUnits() then - Nod.MarkCompletedObjective(NodObjective2) + if enemy.HasNoRequiredUnits() then + player.MarkCompletedObjective(NodObjective2) end - if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(NodObjective1) and CheckForBase(Nod) then - Nod.MarkCompletedObjective(NodObjective1) + if DateTime.GameTime % DateTime.Seconds(1) == 0 and not player.IsObjectiveCompleted(NodObjective1) and CheckForBase(player) then + player.MarkCompletedObjective(NodObjective1) end - if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == gdi then - checkProduction(GDI) + if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == enemy then + checkProduction(enemy) end end @@ -214,7 +214,7 @@ end getStartUnits = function() local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor) - return actor.Owner == GDI + return actor.Owner == enemy end) Utils.Do(Units, function(unit) if unit.Type == UnitToRebuild then @@ -224,9 +224,9 @@ getStartUnits = function() end InsertNodUnits = function() - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) - Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location }) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) + Reinforcements.Reinforce(player, { "mcv" }, { McvEntry.Location, McvRally.Location }) end IdleHunt = function(unit) diff --git a/mods/cnc/maps/nod04a/nod04a.lua b/mods/cnc/maps/nod04a/nod04a.lua index 9fb97bf67f..48af568632 100644 --- a/mods/cnc/maps/nod04a/nod04a.lua +++ b/mods/cnc/maps/nod04a/nod04a.lua @@ -43,7 +43,7 @@ ZzzzTriggerFunctionTime = DateTime.Minutes(2) + DateTime.Seconds(30) NodCiviliansActors = { NodCiv1, NodCiv2, NodCiv3, NodCiv4, NodCiv5, NodCiv6, NodCiv7, NodCiv8, NodCiv9 } Atk6TriggerFunction = function() - Reinforcements.ReinforceWithTransport(GDI, 'apc', Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2, + Reinforcements.ReinforceWithTransport(enemy, 'apc', Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2, function(transport, cargo) Utils.Do(cargo, function(actor) IdleHunt(actor) @@ -57,7 +57,7 @@ end Atk5TriggerFunction = function () if not Atk5TriggerSwitch then Atk5TriggerSwitch = true - Reinforcements.ReinforceWithTransport(GDI, 'apc', Atk5Units, Atk5Waypoints, nil, + Reinforcements.ReinforceWithTransport(enemy, 'apc', Atk5Units, Atk5Waypoints, nil, function(transport, cargo) transport.UnloadPassengers() Utils.Do(cargo, function(actor) @@ -71,7 +71,7 @@ Atk5TriggerFunction = function () end Atk1TriggerFunction = function() - Reinforcements.Reinforce(GDI, Atk1Units, Spawnpoint, 15, + Reinforcements.Reinforce(enemy, Atk1Units, Spawnpoint, 15, function(actor) Atk1Movement(actor) end) @@ -79,7 +79,7 @@ end XxxxTriggerFunction = function() if not XxxxTriggerSwitch then - Reinforcements.Reinforce(GDI, XxxxUnits, Spawnpoint, 15, + Reinforcements.Reinforce(enemy, XxxxUnits, Spawnpoint, 15, function(actor) Atk2Movement(actor) end) @@ -88,7 +88,7 @@ end YyyyTriggerFunction = function() if not YyyyTriggerSwitch then - Reinforcements.Reinforce(GDI, YyyyUnits, Spawnpoint, 15, + Reinforcements.Reinforce(enemy, YyyyUnits, Spawnpoint, 15, function(actor) Atk4Movement(actor) end) @@ -97,7 +97,7 @@ end ZzzzTriggerFunction = function() if not ZzzzTriggerSwitch then - Reinforcements.ReinforceWithTransport(GDI, 'apc', ZzzzUnits, Atk5Waypoints, nil, + Reinforcements.ReinforceWithTransport(enemy, 'apc', ZzzzUnits, Atk5Waypoints, nil, function(transport, cargo) transport.UnloadPassengers() Utils.Do(cargo, function(actor) @@ -145,21 +145,21 @@ Atk4Movement = function(unit) end InsertNodUnits = function() - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.Reinforce(Nod, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11) - Reinforcements.Reinforce(Nod, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15) - Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15) - Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11) + Reinforcements.Reinforce(player, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15) + Reinforcements.Reinforce(player, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15) + Reinforcements.Reinforce(player, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15) end CreateCivilians = function(actor, discoverer) Utils.Do(NodCiviliansActors, function(actor) - actor.Owner = Nod + actor.Owner = player end) - NodObjective2 = Nod.AddPrimaryObjective("Protect the civilians that support Nod.") + NodObjective2 = player.AddPrimaryObjective("Protect the civilians that support Nod.") Trigger.OnAllKilled(NodCiviliansActors, function() - Nod.MarkFailedObjective(NodObjective2) + player.MarkFailedObjective(NodObjective2) end) Utils.Do(GcivActors, function(actor) @@ -172,26 +172,26 @@ CreateCivilians = function(actor, discoverer) end WorldLoaded = function() + player = Player.GetPlayer("Nod") NodSupporter = Player.GetPlayer("NodSupporter") - Nod = Player.GetPlayer("Nod") - GDI = Player.GetPlayer("GDI") + enemy = Player.GetPlayer("GDI") - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) Trigger.OnAnyKilled(Atk6ActorTriggerActivator, Atk6TriggerFunction) @@ -199,9 +199,9 @@ WorldLoaded = function() OnAnyDamaged(Atk5ActorTriggerActivator, Atk5TriggerFunction) Trigger.OnEnteredFootprint(Atk3CellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then for type, count in pairs({ ['e1'] = 3, ['e2'] = 2, ['mtnk'] = 1 }) do - local myActors = Utils.Take(count, GDI.GetActorsByType(type)) + local myActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(myActors, function(actor) Atk3Movement(actor) end) @@ -215,8 +215,8 @@ WorldLoaded = function() end) Trigger.OnEnteredFootprint(Atk2CellTriggerActivator, function(a, id) - if a.Owner == Nod then - MyActors = Utils.Take(1, GDI.GetActorsByType('jeep')) + if a.Owner == player then + MyActors = Utils.Take(1, enemy.GetActorsByType('jeep')) Utils.Do(MyActors, function(actor) Atk2Movement(actor) end) @@ -225,7 +225,7 @@ WorldLoaded = function() end) Trigger.OnEnteredFootprint(GcivCellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then Utils.Do(GcivActors, function(actor) GcivMovement(actor) end) @@ -236,9 +236,9 @@ WorldLoaded = function() Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction) Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then for type, count in pairs({ ['e1'] = 2,['e2'] = 1 }) do - local myActors = Utils.Take(count, GDI.GetActorsByType(type)) + local myActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(myActors, function(actor) Atk4Movement(actor) end) @@ -252,21 +252,21 @@ WorldLoaded = function() Trigger.AfterDelay(ZzzzTriggerFunctionTime, ZzzzTriggerFunction) Trigger.OnEnteredFootprint(DelxCellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then XxxxTriggerSwitch = true Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then YyyyTriggerSwitch = true Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then ZzzzTriggerSwitch = true Trigger.RemoveFootprintTrigger(id) end @@ -275,23 +275,23 @@ WorldLoaded = function() Trigger.OnPlayerDiscovered(NodSupporter, CreateCivilians) Trigger.OnAllKilled(WinActorTriggerActivator, function() - Nod.MarkCompletedObjective(NodObjective1) + player.MarkCompletedObjective(NodObjective1) if NodObjective2 then - Nod.MarkCompletedObjective(NodObjective2) + player.MarkCompletedObjective(NodObjective2) end end) - GDIObjective = GDI.AddPrimaryObjective("Eliminate all Nod forces in the area.") - NodObjective1 = Nod.AddPrimaryObjective("Kill all civilian GDI supporters.") + GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.") + NodObjective1 = player.AddPrimaryObjective("Kill all civilian GDI supporters.") InsertNodUnits() Camera.Position = waypoint6.CenterPosition end Tick = function() - if Nod.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - GDI.MarkCompletedObjective(GDIObjective) + enemy.MarkCompletedObjective(GDIObjective) end end end diff --git a/mods/cnc/maps/nod04b/nod04b.lua b/mods/cnc/maps/nod04b/nod04b.lua index 36f17e0875..e8b1f815dd 100644 --- a/mods/cnc/maps/nod04b/nod04b.lua +++ b/mods/cnc/maps/nod04b/nod04b.lua @@ -21,7 +21,7 @@ Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, wayp Apc1TriggerFunctionTime = DateTime.Seconds(3) Apc1TriggerFunction = function() - Reinforcements.ReinforceWithTransport(GDI, 'apc', Apc1Units, Apc1Waypoints, nil, + Reinforcements.ReinforceWithTransport(enemy, 'apc', Apc1Units, Apc1Waypoints, nil, function(transport, cargo) Utils.Do(cargo, function(actor) IdleHunt(actor) @@ -31,7 +31,7 @@ Apc1TriggerFunction = function() end Hum1TriggerFunction = function(actor, discoverer) - MyActors = Utils.Take(2, GDI.GetActorsByType('jeep')) + MyActors = Utils.Take(2, enemy.GetActorsByType('jeep')) Utils.Do(MyActors, function(actor) MoveAndHunt(actor, Hummer1Waypoints) end) @@ -55,35 +55,35 @@ MoveAndHunt = function(unit) end Apc2TriggerFunction = function() - MyActors = Utils.Take(1, GDI.GetActorsByType('apc')) + MyActors = Utils.Take(1, enemy.GetActorsByType('apc')) Utils.Do(MyActors, function(actor) MoveAndHunt(actor, Apc2Waypoints) end) end WinTriggerFunction = function() - Nod.MarkCompletedObjective(NodObjective1) + player.MarkCompletedObjective(NodObjective1) end InsertNodUnits = function() Camera.Position = CameraPoint.CenterPosition - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.ReinforceWithTransport(Nod, 'tran', NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location }, nil, nil) - Reinforcements.ReinforceWithTransport(Nod, 'tran', NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location }, nil, nil) - Reinforcements.ReinforceWithTransport(Nod, 'tran', NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location }, nil, nil) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location }, nil, nil) + Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location }, nil, nil) + Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location }, nil, nil) end WorldLoaded = function() - GDI = Player.GetPlayer("GDI") - Nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") Trigger.AfterDelay(Apc1TriggerFunctionTime, Apc1TriggerFunction) Trigger.OnEnteredFootprint(Civ2CellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then for type, count in pairs({ ['c6'] = 1, ['c7'] = 1, ['c8'] = 1, ['c9'] = 1 }) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) Movement(actor, Civ2Waypoints) end) @@ -93,9 +93,9 @@ WorldLoaded = function() end) Trigger.OnEnteredFootprint(Civ1CellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then for type, count in pairs({ ['c2'] = 1, ['c3'] = 1, ['c4'] = 1, ['c5'] = 1 }) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) Movement(actor, Civ1Waypoints) end) @@ -109,50 +109,50 @@ WorldLoaded = function() Trigger.OnAllRemovedFromWorld(Apc2ActorTriggerActivator, Apc2TriggerFunction) Trigger.OnEnteredFootprint(Apc3CellTriggerActivator, function(a, id) - if a.Owner == Nod then - MoveAndHunt(GDI.GetActorsByType('apc')[1], Apc3Waypoints) + if a.Owner == player then + MoveAndHunt(enemy.GetActorsByType('apc')[1], Apc3Waypoints) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnAllRemovedFromWorld(WinActorTriggerActivator, WinTriggerFunction) - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - GDIObjective = GDI.AddPrimaryObjective("Kill all enemies.") - NodObjective1 = Nod.AddPrimaryObjective("Destroy the village and kill all civilians.") - NodObjective2 = Nod.AddSecondaryObjective("Kill all GDI units in the area.") + GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.") + NodObjective1 = player.AddPrimaryObjective("Destroy the village and kill all civilians.") + NodObjective2 = player.AddSecondaryObjective("Kill all GDI units in the area.") InsertNodUnits() end Tick = function() - if Nod.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - GDI.MarkCompletedObjective(GDIObjective) + enemy.MarkCompletedObjective(GDIObjective) end end - if GDI.HasNoRequiredUnits() then - Nod.MarkCompletedObjective(NodObjective2) + if enemy.HasNoRequiredUnits() then + player.MarkCompletedObjective(NodObjective2) end end diff --git a/mods/cnc/maps/nod05/nod05.lua b/mods/cnc/maps/nod05/nod05.lua index 1d49ce6b8e..8a98ca2a88 100644 --- a/mods/cnc/maps/nod05/nod05.lua +++ b/mods/cnc/maps/nod05/nod05.lua @@ -42,7 +42,7 @@ PrimaryTargets = { Tower1, Tower2, Radar, Silo1, Silo2, Silo3, Refinery, Barrack GDIStartUnits = { } SendGDIAirstrike = function() - if not Radar.IsDead and Radar.Owner == GDI then + if not Radar.IsDead and Radar.Owner == enemy then local target = getAirstrikeTarget() if target then @@ -57,7 +57,7 @@ end YyyyTriggerFunction = function() if not YyyyTriggerSwitch then for type, count in pairs(Gdi2Units) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) WaypointMovementAndHunt(actor, Gdi2Waypoints) end) @@ -68,7 +68,7 @@ end ZzzzTriggerFunction = function() if not ZzzzTriggerSwitch then for type, count in pairs(Gdi1Units) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) WaypointMovementAndHunt(actor, Gdi1Waypoints) end) @@ -77,19 +77,19 @@ ZzzzTriggerFunction = function() end Grd1TriggerFunction = function() - MyActors = Utils.Take(2, GDI.GetActorsByType('jeep')) + MyActors = Utils.Take(2, enemy.GetActorsByType('jeep')) Utils.Do(MyActors, function(actor) WaypointMovementAndHunt(actor, Gdi5Waypoints) end) end Atk5TriggerFunction = function() - WaypointMovementAndHunt(GDI.GetActorsByType('mtnk')[1], Gdi12Waypoints) + WaypointMovementAndHunt(enemy.GetActorsByType('mtnk')[1], Gdi12Waypoints) end Atk2TriggerFunction = function() for type, count in pairs(Gdi1Units) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) WaypointMovementAndHunt(actor, Gdi1Waypoints) end) @@ -98,7 +98,7 @@ end Atk3TriggerFunction = function() for type, count in pairs(Gdi2Units) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) WaypointMovementAndHunt(actor, Gdi2Waypoints) end) @@ -106,15 +106,15 @@ Atk3TriggerFunction = function() end Atk4TriggerFunction = function() - WaypointMovementAndHunt(GDI.GetActorsByType('jeep')[1], Gdi3Waypoints) + WaypointMovementAndHunt(enemy.GetActorsByType('jeep')[1], Gdi3Waypoints) end Atk6TriggerFunction = function() - WaypointMovementAndHunt(GDI.GetActorsByType('mtnk')[1], Gdi2Waypoints) + WaypointMovementAndHunt(enemy.GetActorsByType('mtnk')[1], Gdi2Waypoints) end Atk1TriggerFunction = function() - Reinforcements.ReinforceWithTransport(GDI, 'tran', GDIReinforceUnits, { waypoint9.Location, waypoint26.Location }, nil, + Reinforcements.ReinforceWithTransport(enemy, 'tran', GDIReinforceUnits, { waypoint9.Location, waypoint26.Location }, nil, function(transport, cargo) transport.UnloadPassengers() Utils.Do(cargo, function(actor) @@ -128,7 +128,7 @@ AutoTriggerFunction = function() local waypoints = AllWaypoints[DateTime.GameTime % #AllWaypoints + 1] for type, count in pairs(units) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) WaypointMovementAndHunt(actor, waypoints) end) @@ -136,7 +136,7 @@ AutoTriggerFunction = function() end HuntTriggerFunction = function() - local list = GDI.GetGroundAttackers() + local list = enemy.GetGroundAttackers() Utils.Do(list, function(unit) IdleHunt(unit) end) @@ -154,58 +154,58 @@ end InsertNodUnits = function() Camera.Position = UnitsEntry.CenterPosition - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.Reinforce(Nod, NodUnitsVehicle, { UnitsEntry.Location, UnitsRallyVehicle.Location }, 1) - Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntry.Location, UnitsRallyRocket.Location }, 50) - Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntry.Location, UnitsRallyGunner.Location }, 50) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, NodUnitsVehicle, { UnitsEntry.Location, UnitsRallyVehicle.Location }, 1) + Reinforcements.Reinforce(player, NodUnitsRocket, { UnitsEntry.Location, UnitsRallyRocket.Location }, 50) + Reinforcements.Reinforce(player, NodUnitsGunner, { UnitsEntry.Location, UnitsRallyGunner.Location }, 50) Trigger.AfterDelay(DateTime.Seconds(6), function() - Reinforcements.Reinforce(Nod, { 'mcv' }, { UnitsEntry.Location, UnitsRallyMCV.Location }) + Reinforcements.Reinforce(player, { 'mcv' }, { UnitsEntry.Location, UnitsRallyMCV.Location }) end) end WorldLoaded = function() - GDI = Player.GetPlayer("GDI") - Nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") InsertNodUnits() - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - NodObjective1 = Nod.AddPrimaryObjective("Build 3 SAMs.") - NodObjective2 = Nod.AddPrimaryObjective("Destroy the GDI base.") - GDIObjective = GDI.AddPrimaryObjective("Kill all enemies.") + NodObjective1 = player.AddPrimaryObjective("Build 3 SAMs.") + NodObjective2 = player.AddPrimaryObjective("Destroy the GDI base.") + GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.") Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike) Trigger.AfterDelay(YyyyTriggerFunctionTime, YyyyTriggerFunction) Trigger.AfterDelay(ZzzzTriggerFunctionTime, ZzzzTriggerFunction) Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then YyyyTriggerSwitch = true Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then ZzzzTriggerSwitch = true Trigger.RemoveFootprintTrigger(id) end @@ -214,7 +214,7 @@ WorldLoaded = function() Trigger.AfterDelay(Grd1TriggerFunctionTime, Grd1TriggerFunction) Trigger.OnEnteredFootprint(Atk5CellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then Atk5TriggerFunction() Trigger.RemoveFootprintTrigger(id) end @@ -226,7 +226,7 @@ WorldLoaded = function() Trigger.AfterDelay(Atk6TriggerFunctionTime, Atk6TriggerFunction) Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then Atk1TriggerFunction() Trigger.RemoveFootprintTrigger(id) end @@ -236,7 +236,7 @@ WorldLoaded = function() Trigger.OnDiscovered(Tower2, AutoTriggerFunction) Trigger.OnAllKilledOrCaptured(PrimaryTargets, function() - Nod.MarkCompletedObjective(NodObjective2) + player.MarkCompletedObjective(NodObjective2) HuntTriggerFunction() end) @@ -244,18 +244,18 @@ WorldLoaded = function() end Tick = function() - if Nod.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - GDI.MarkCompletedObjective(GDIObjective) + enemy.MarkCompletedObjective(GDIObjective) end end - if not Nod.IsObjectiveCompleted(NodObjective1) and CheckForSams(Nod) then - Nod.MarkCompletedObjective(NodObjective1) + if not player.IsObjectiveCompleted(NodObjective1) and CheckForSams(player) then + player.MarkCompletedObjective(NodObjective1) end if DateTime.GameTime % DateTime.Seconds(3) == 0 then - checkProduction(GDI) + checkProduction(enemy) end if DateTime.GameTime % DateTime.Seconds(45) == 0 then @@ -270,13 +270,13 @@ IdleHunt = function(unit) end CheckForSams = function(player) - local sams = Nod.GetActorsByType("sam") + local sams = player.GetActorsByType("sam") return #sams >= 3 end checkProduction = function(player) local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor) - return actor.Owner == GDI + return actor.Owner == enemy end) local UnitsType = { } @@ -293,9 +293,9 @@ checkProduction = function(player) end end if #UnitsType > 0 then - if (type == 'jeep' or type == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then + if (type == 'jeep' or type == 'mtnk') and not Factory.IsDead and Factory.Owner == enemy then Factory.Build(UnitsType) - elseif (type == 'e1' or type == 'e2') and not Barracks.IsDead and Barracks.Owner == GDI then + elseif (type == 'e1' or type == 'e2') and not Barracks.IsDead and Barracks.Owner == enemy then Barracks.Build(UnitsType) end end @@ -305,7 +305,7 @@ end getStartUnits = function() local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor) - return actor.Owner == GDI and ( actor.Type == 'e2' or actor.Type == 'e1' or actor.Type == 'jeep' or actor.Type == 'mtnk') + return actor.Owner == enemy and ( actor.Type == 'e2' or actor.Type == 'e1' or actor.Type == 'jeep' or actor.Type == 'mtnk') end) Utils.Do(Units, function(unit) if not GDIStartUnits[unit.Type] then @@ -318,7 +318,7 @@ end searches = 0 getAirstrikeTarget = function() - local list = Nod.GetGroundAttackers() + local list = player.GetGroundAttackers() local target = list[DateTime.GameTime % #list + 1].CenterPosition local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor) diff --git a/mods/cnc/maps/nod06a/nod06a.lua b/mods/cnc/maps/nod06a/nod06a.lua index ffffea6056..1dc85769af 100644 --- a/mods/cnc/maps/nod06a/nod06a.lua +++ b/mods/cnc/maps/nod06a/nod06a.lua @@ -26,7 +26,7 @@ Gdi6Waypoints = { waypoint2, waypoints3 } Grd1TriggerFunctionTime = DateTime.Seconds(3) Grd1TriggerFunction = function() - MyActors = Utils.Take(2, GDI.GetActorsByType('mtnk')) + MyActors = Utils.Take(2, enemy.GetActorsByType('mtnk')) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi3Waypoints) end) @@ -35,7 +35,7 @@ end Grd2TriggerFunction = function() if not Grd2Switch then for type, count in pairs({ ['e1'] = 2, ['e2'] = 1, ['jeep'] = 1 }) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi4Waypoints) end) @@ -47,7 +47,7 @@ end Atk1TriggerFunction = function() if not Atk1Switch then for type, count in pairs({ ['e1'] = 3, ['e2'] = 3, ['jeep'] = 1 }) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi5Waypoints) end) @@ -59,7 +59,7 @@ end Atk2TriggerFunction = function() if not Atk2Switch then for type, count in pairs({ ['mtnk'] = 1, ['jeep'] = 1 }) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Gdi6Waypoints) end) @@ -72,7 +72,7 @@ Atk3TriggerFunction = function() if not Atk3Switch then Atk3Switch = true if not Radar.IsDead then - local targets = Nod.GetGroundAttackers() + local targets = player.GetGroundAttackers() local target = targets[DateTime.GameTime % #targets + 1].CenterPosition if target then @@ -83,22 +83,22 @@ Atk3TriggerFunction = function() end Chn1TriggerFunction = function() - local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2] + local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2] Utils.Do(cargo, function(actor) IdleHunt(actor) end) end Chn2TriggerFunction = function() - local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2] + local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2] Utils.Do(cargo, function(actor) IdleHunt(actor) end) end Obj2TriggerFunction = function() - Nod.MarkCompletedObjective(NodObjective2) - Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15) + player.MarkCompletedObjective(NodObjective2) + Reinforcements.Reinforce(player, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15) end MovementAndHunt = function(unit, waypoints) @@ -113,39 +113,39 @@ end InsertNodUnits = function() Camera.Position = UnitsRallyRight.CenterPosition - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) - Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) + Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) end WorldLoaded = function() - GDI = Player.GetPlayer("GDI") - Nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI nuclear detonator.") - NodObjective2 = Nod.AddSecondaryObjective("Destroy the houses of the GDI supporters\nin the village.") + NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.") + NodObjective2 = player.AddSecondaryObjective("Destroy the houses of the GDI supporters\nin the village.") - GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") + GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") InsertNodUnits() @@ -166,16 +166,16 @@ WorldLoaded = function() Trigger.OnAllKilled(Chn2ActorTriggerActivator, Chn2TriggerFunction) Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id) - if a.Owner == Nod then - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil) + if a.Owner == player then + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) - if a.Owner == Nod then - Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location }) + if a.Owner == player then + Actor.Create('flare', true, { Owner = player, Location = waypoint17.Location }) Trigger.RemoveFootprintTrigger(id) end end) @@ -183,24 +183,24 @@ WorldLoaded = function() Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) - if a.Owner == Nod then - NodObjective3 = Nod.AddPrimaryObjective("Move to the evacuation point.") - Nod.MarkCompletedObjective(NodObjective1) + if a.Owner == player then + NodObjective3 = player.AddPrimaryObjective("Move to the evacuation point.") + player.MarkCompletedObjective(NodObjective1) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) - if a.Owner == Nod and NodObjective3 then - Nod.MarkCompletedObjective(NodObjective3) + if a.Owner == player and NodObjective3 then + player.MarkCompletedObjective(NodObjective3) Trigger.RemoveFootprintTrigger(id) end end) end Tick = function() - if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then - GDI.MarkCompletedObjective(GDIObjective) + if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then + enemy.MarkCompletedObjective(GDIObjective) end end diff --git a/mods/cnc/maps/nod06b/nod06b.lua b/mods/cnc/maps/nod06b/nod06b.lua index 4da0780074..6cbd8edf43 100644 --- a/mods/cnc/maps/nod06b/nod06b.lua +++ b/mods/cnc/maps/nod06b/nod06b.lua @@ -20,20 +20,20 @@ Chn2Waypoints = { ChnEntry.Location, waypoint0.Location } Gdi5Waypoint = { waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6, waypoint7 } HuntTriggerFunction = function() - local list = GDI.GetGroundAttackers() + local list = enemy.GetGroundAttackers() Utils.Do(list, function(unit) IdleHunt(unit) end) end Win1TriggerFunction = function() - NodObjective2 = Nod.AddPrimaryObjective("Move to the evacuation point.") - Nod.MarkCompletedObjective(NodObjective1) + NodObjective2 = player.AddPrimaryObjective("Move to the evacuation point.") + player.MarkCompletedObjective(NodObjective1) end Chn1TriggerFunction = function() if not Chn1Switch then - local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2] + local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2] Utils.Do(cargo, function(actor) IdleHunt(actor) end) @@ -44,7 +44,7 @@ end Atk1TriggerFunction = function() if not Atk1Switch then for type, count in pairs({ ['e2'] = 2, ['jeep'] = 1, ['e1'] = 2}) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) IdleHunt(actor) end) @@ -56,7 +56,7 @@ end Atk2TriggerFunction = function() if not Atk2Switch then for type, count in pairs({ ['e2'] = 2, ['e1'] = 2}) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MoveAndHunt(actor, Gdi5Waypoint) end) @@ -67,7 +67,7 @@ end Chn2TriggerFunction = function() if not Chn2Switch then - local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2] + local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2] Utils.Do(cargo, function(actor) IdleHunt(actor) end) @@ -85,68 +85,68 @@ MoveAndHunt = function(unit, waypoints) end InsertNodUnits = function() - Media.PlaySpeechNotification(Nod, "Reinforce") + Media.PlaySpeechNotification(player, "Reinforce") Camera.Position = UnitsRallyVehicle2.CenterPosition - Reinforcements.Reinforce(Nod, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10) - Reinforcements.Reinforce(Nod, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15) - Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15) - Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25) + Reinforcements.Reinforce(player, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10) + Reinforcements.Reinforce(player, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15) + Reinforcements.Reinforce(player, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15) + Reinforcements.Reinforce(player, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25) end WorldLoaded = function() - GDI = Player.GetPlayer("GDI") - Nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI nuclear detonator.") - GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") + NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.") + GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") InsertNodUnits() Trigger.OnEnteredFootprint(HuntCellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then HuntTriggerFunction() Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) - if a.Owner == Nod then - Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location }) + if a.Owner == player then + Actor.Create('flare', true, { Owner = player, Location = waypoint17.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) - if a.Owner == Nod then + if a.Owner == player then Win1TriggerFunction() Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) - if a.Owner == Nod and NodObjective2 then - Nod.MarkCompletedObjective(NodObjective2) + if a.Owner == player and NodObjective2 then + player.MarkCompletedObjective(NodObjective2) Trigger.RemoveFootprintTrigger(id) end end) @@ -160,18 +160,18 @@ WorldLoaded = function() OnAnyDamaged(Chn2ActorTriggerActivator, Chn2TriggerFunction) Trigger.OnEnteredFootprint(ChnCellTriggerActivator, function(a, id) - if a.Owner == Nod then - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil) + if a.Owner == player then + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) end Tick = function() - if Nod.HasNoRequiredUnits() then + if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then - GDI.MarkCompletedObjective(GDIObjective) + enemy.MarkCompletedObjective(GDIObjective) end end end diff --git a/mods/cnc/maps/nod06c/nod06c.lua b/mods/cnc/maps/nod06c/nod06c.lua index 359eca404b..c58720d52c 100644 --- a/mods/cnc/maps/nod06c/nod06c.lua +++ b/mods/cnc/maps/nod06c/nod06c.lua @@ -24,7 +24,7 @@ ProdTriggerFunctionTime = DateTime.Minutes(5) Atk1TriggerFunction = function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Grd1Waypoints) end) @@ -33,7 +33,7 @@ end Atk2TriggerFunction = function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do - MyActors = Utils.Take(count, GDI.GetActorsByType(type)) + MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) IdleHunt(actor) end) @@ -44,14 +44,14 @@ ProdTriggerFunction = function() local Units = AllUnits[DateTime.GameTime % #AllUnits + 1] Utils.Do(Units, function(UnitType) - if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then + if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == enemy then Factory.Build({UnitType}) - elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == GDI then + elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == enemy then Barracks.Build({UnitType}) end end) - local list = GDI.GetGroundAttackers() + local list = enemy.GetGroundAttackers() local counter = 1 while counter <= 5 do counter = counter + 1 @@ -75,40 +75,40 @@ end InsertNodUnits = function() Camera.Position = UnitsRallyRight.CenterPosition - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.Reinforce(Nod, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30) - Reinforcements.Reinforce(Nod, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15) - Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) - Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.Reinforce(player, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30) + Reinforcements.Reinforce(player, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15) + Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) + Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) end WorldLoaded = function() - GDI = Player.GetPlayer("GDI") - Nod = Player.GetPlayer("Nod") + player = Player.GetPlayer("Nod") + enemy = Player.GetPlayer("GDI") - Trigger.OnObjectiveAdded(Nod, function(p, id) + Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) - Trigger.OnObjectiveCompleted(Nod, function(p, id) + Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) - Trigger.OnObjectiveFailed(Nod, function(p, id) + Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) - Trigger.OnPlayerWon(Nod, function() - Media.PlaySpeechNotification(Nod, "Win") + Trigger.OnPlayerWon(player, function() + Media.PlaySpeechNotification(player, "Win") end) - Trigger.OnPlayerLost(Nod, function() - Media.PlaySpeechNotification(Nod, "Lose") + Trigger.OnPlayerLost(player, function() + Media.PlaySpeechNotification(player, "Lose") end) - NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI nuclear detonator.") - NodObjective3 = Nod.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard.") - GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") + NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.") + NodObjective3 = player.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard.") + GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") InsertNodUnits() @@ -117,31 +117,31 @@ WorldLoaded = function() Trigger.OnAllKilled(Atk2ActorTriggerActivator, Atk2TriggerFunction) Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id) - if a.Owner == Nod then - Media.PlaySpeechNotification(Nod, "Reinforce") - Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil) + if a.Owner == player then + Media.PlaySpeechNotification(player, "Reinforce") + Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) - if a.Owner == Nod then - Actor.Create('flare', true, { Owner = Nod, Location = waypoint10.Location }) + if a.Owner == player then + Actor.Create('flare', true, { Owner = player, Location = waypoint10.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) - if a.Owner == Nod then - NodObjective2 = Nod.AddPrimaryObjective("Move to the evacuation point.") - Nod.MarkCompletedObjective(NodObjective1) + if a.Owner == player then + NodObjective2 = player.AddPrimaryObjective("Move to the evacuation point.") + player.MarkCompletedObjective(NodObjective1) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) - if a.Owner == Nod and NodObjective2 then - Nod.MarkCompletedObjective(NodObjective2) + if a.Owner == player and NodObjective2 then + player.MarkCompletedObjective(NodObjective2) Trigger.RemoveFootprintTrigger(id) end end) @@ -150,16 +150,16 @@ WorldLoaded = function() end Tick = function() - if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then - GDI.MarkCompletedObjective(GDIObjective) + if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then + enemy.MarkCompletedObjective(GDIObjective) end - if DateTime.GameTime % 5 == 0 and Barracks.Owner == Nod and Factory.Owner == Nod and Yard.Owner == Nod then - Nod.MarkCompletedObjective(NodObjective3) + if DateTime.GameTime % 5 == 0 and Barracks.Owner == player and Factory.Owner == player and Yard.Owner == player then + player.MarkCompletedObjective(NodObjective3) end - if DateTime.GameTime % 7 == 0 and not Nod.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then - Nod.MarkFailedObjective(NodObjective3) + if DateTime.GameTime % 7 == 0 and not player.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then + player.MarkFailedObjective(NodObjective3) end end