Polish GDI01:
* Insert initial forces via landing craft. * Remove unbuildable concrete wall from production palette. * Fix chat sounds and reinforcement notification overlapping FMV. * Cut down the excessive starting forces to encourage base building. * Require Silo capture/destruction for victory.
This commit is contained in:
@@ -1,3 +1,4 @@
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MCVReinforcements = { "mcv" }
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InfantryReinforcements = { "e1", "e1", "e1" }
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VehicleReinforcements = { "jeep" }
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NodPatrol = { "e1", "e1" }
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@@ -44,7 +45,7 @@ end
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Reinforce = function(units)
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Media.PlaySpeechNotification(player, "Reinforce")
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ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location)
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ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location, reinforcementsTarget.Location)
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end
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triggerAdded = false
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@@ -66,7 +67,6 @@ CheckForBase = function()
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end
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WorldLoaded = function()
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Media.PlayMovieFullscreen("landing.vqa")
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player = Player.GetPlayer("GDI")
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enemy = Player.GetPlayer("Nod")
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@@ -95,17 +95,20 @@ WorldLoaded = function()
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end)
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end)
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nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops")
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gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
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gdiObjective2 = player.AddSecondaryObjective("Establish a beachhead")
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Media.PlayMovieFullscreen("landing.vqa", function()
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nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops")
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gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
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gdiObjective2 = player.AddSecondaryObjective("Establish a beachhead")
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ReinforceWithLandingCraft(MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location)
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Reinforce(InfantryReinforcements)
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end)
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Trigger.OnIdle(Gunboat, function() SetGunboatPath(Gunboat) end)
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SendNodPatrol()
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Trigger.AfterDelay(DateTime.Seconds(5), function() Reinforce(InfantryReinforcements) end)
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Trigger.AfterDelay(DateTime.Seconds(15), function() Reinforce(InfantryReinforcements) end)
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Trigger.AfterDelay(DateTime.Seconds(30), function() Reinforce(VehicleReinforcements) end)
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Trigger.AfterDelay(DateTime.Seconds(10), function() Reinforce(InfantryReinforcements) end)
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Trigger.AfterDelay(DateTime.Seconds(60), function() Reinforce(VehicleReinforcements) end)
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end
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@@ -117,7 +120,7 @@ Tick = function()
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player.MarkCompletedObjective(gdiObjective1)
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end
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if player.HasNoRequiredUnits() then
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if tick > DateTime.Seconds(5) and player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(nodObjective)
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end
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@@ -327,40 +327,11 @@ Actors:
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Owner: Nod
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Health: 0.1875
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Facing: 160
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mcv: mcv
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Location: 56,53
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Owner: GDI
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Health: 1
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Facing: 0
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Gunboat: boat
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Location: 53,59
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Location: 51,59
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Owner: GDI
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Health: 1
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Facing: 64
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Actor88: e1
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Location: 56,55
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Owner: GDI
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Health: 1
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Facing: 0
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SubCell: 2
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Actor89: e1
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Location: 56,55
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Owner: GDI
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Health: 1
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Facing: 0
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SubCell: 4
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Actor90: e1
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Location: 56,55
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Owner: GDI
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Health: 1
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Facing: 0
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SubCell: 3
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Actor91: e1
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Location: 56,55
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Owner: GDI
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Health: 1
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Facing: 0
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SubCell: 1
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Actor92: e1
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Location: 57,45
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Owner: Nod
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@@ -448,6 +419,12 @@ Actors:
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lstEnd: waypoint
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Location: 54,57
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Owner: Neutral
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mcvTarget: waypoint
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Location: 56,53
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Owner: Neutral
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reinforcementsTarget: waypoint
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Location: 54,53
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Owner: Neutral
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Smudges:
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@@ -543,6 +520,9 @@ Rules:
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ATWR:
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Buildable:
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Prerequisites: ~disabled
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BRIK:
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Buildable:
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Prerequisites: ~disabled
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E2:
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Buildable:
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Prerequisites: ~disabled
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@@ -798,6 +798,7 @@ Rules:
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Buildable:
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Prerequisites: ~disabled
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SILO:
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MustBeDestroyed:
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Buildable:
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Prerequisites: ~disabled
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WEAP:
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