replace GDI/Nod player reference variables with player/enemy

fixes unit production in nod02a and nod02b (killed infantry wouldn't get rebuilt)
This commit is contained in:
clemty
2015-09-27 21:18:10 +02:00
parent 8495c1e2a4
commit 6e315a815c
15 changed files with 463 additions and 463 deletions

View File

@@ -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