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:
Paul Chote
2014-10-25 17:48:51 +13:00
parent 8b66162e99
commit 6f7d20681b
3 changed files with 23 additions and 39 deletions

View File

@@ -1,3 +1,4 @@
MCVReinforcements = { "mcv" }
InfantryReinforcements = { "e1", "e1", "e1" }
VehicleReinforcements = { "jeep" }
NodPatrol = { "e1", "e1" }
@@ -44,7 +45,7 @@ end
Reinforce = function(units)
Media.PlaySpeechNotification(player, "Reinforce")
ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location)
ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location, reinforcementsTarget.Location)
end
triggerAdded = false
@@ -66,7 +67,6 @@ CheckForBase = function()
end
WorldLoaded = function()
Media.PlayMovieFullscreen("landing.vqa")
player = Player.GetPlayer("GDI")
enemy = Player.GetPlayer("Nod")
@@ -95,17 +95,20 @@ WorldLoaded = function()
end)
end)
nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops")
gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
gdiObjective2 = player.AddSecondaryObjective("Establish a beachhead")
Media.PlayMovieFullscreen("landing.vqa", function()
nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops")
gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
gdiObjective2 = player.AddSecondaryObjective("Establish a beachhead")
ReinforceWithLandingCraft(MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location)
Reinforce(InfantryReinforcements)
end)
Trigger.OnIdle(Gunboat, function() SetGunboatPath(Gunboat) end)
SendNodPatrol()
Trigger.AfterDelay(DateTime.Seconds(5), function() Reinforce(InfantryReinforcements) end)
Trigger.AfterDelay(DateTime.Seconds(15), function() Reinforce(InfantryReinforcements) end)
Trigger.AfterDelay(DateTime.Seconds(30), function() Reinforce(VehicleReinforcements) end)
Trigger.AfterDelay(DateTime.Seconds(10), function() Reinforce(InfantryReinforcements) end)
Trigger.AfterDelay(DateTime.Seconds(60), function() Reinforce(VehicleReinforcements) end)
end
@@ -117,7 +120,7 @@ Tick = function()
player.MarkCompletedObjective(gdiObjective1)
end
if player.HasNoRequiredUnits() then
if tick > DateTime.Seconds(5) and player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(nodObjective)
end

View File

@@ -327,40 +327,11 @@ Actors:
Owner: Nod
Health: 0.1875
Facing: 160
mcv: mcv
Location: 56,53
Owner: GDI
Health: 1
Facing: 0
Gunboat: boat
Location: 53,59
Location: 51,59
Owner: GDI
Health: 1
Facing: 64
Actor88: e1
Location: 56,55
Owner: GDI
Health: 1
Facing: 0
SubCell: 2
Actor89: e1
Location: 56,55
Owner: GDI
Health: 1
Facing: 0
SubCell: 4
Actor90: e1
Location: 56,55
Owner: GDI
Health: 1
Facing: 0
SubCell: 3
Actor91: e1
Location: 56,55
Owner: GDI
Health: 1
Facing: 0
SubCell: 1
Actor92: e1
Location: 57,45
Owner: Nod
@@ -448,6 +419,12 @@ Actors:
lstEnd: waypoint
Location: 54,57
Owner: Neutral
mcvTarget: waypoint
Location: 56,53
Owner: Neutral
reinforcementsTarget: waypoint
Location: 54,53
Owner: Neutral
Smudges:
@@ -543,6 +520,9 @@ Rules:
ATWR:
Buildable:
Prerequisites: ~disabled
BRIK:
Buildable:
Prerequisites: ~disabled
E2:
Buildable:
Prerequisites: ~disabled

View File

@@ -798,6 +798,7 @@ Rules:
Buildable:
Prerequisites: ~disabled
SILO:
MustBeDestroyed:
Buildable:
Prerequisites: ~disabled
WEAP: