Adjust difficulty, add speeches to allies-06a
This commit is contained in:
@@ -65,6 +65,8 @@ destroy-soviet-buildings-units = Destroy all Soviet buildings and units in the a
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dont-capture-tech-centers = Do not capture the tech centers! Infiltrate one with a spy.
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infiltrate-tech-center-spy = Infiltrate one of the Soviet tech centers with a spy.
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capture-radar-shore = Capture the Radar Dome at the shore.
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build-naval-yard-redeploy-mcv = Secure a foothold and build a Naval Yard.
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If needed, the MCV can be redeployed.
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# allies-07
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enemy-approaching = Enemy approaching.
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@@ -7,6 +7,8 @@
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information, see COPYING.
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]]
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SovietsActivated = false
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WTransWays =
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{
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{ WaterUnloadEntry1.Location, WaterUnload1.Location },
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@@ -20,23 +22,23 @@ WTransUnits =
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}
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WTransDelays =
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{
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easy = 4,
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normal = 3,
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hard = 1
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easy = DateTime.Seconds(240),
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normal = DateTime.Seconds(180),
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hard = DateTime.Seconds(140)
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}
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BuildDelays =
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{
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easy = 90,
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normal = 60,
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hard = 30
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easy = DateTime.Seconds(90),
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normal = DateTime.Seconds(60),
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hard = DateTime.Seconds(30)
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}
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WaterAttacks =
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FirstAirDelays =
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{
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easy = 1,
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normal = 2,
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hard = 3
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easy = DateTime.Seconds(180),
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normal = DateTime.Seconds(120),
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hard = DateTime.Seconds(90)
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}
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WaterAttackTypes =
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@@ -52,6 +54,7 @@ InfTypes =
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{
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{ "e1", "e1", "e1"},
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{ "e2", "e1", "e1"},
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{ "e2", "e2", "e1"},
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{ "e4", "e4", "e1"}
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}
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@@ -62,14 +65,12 @@ AttackRallyPoints =
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{ SovietOreAttack2.Location }
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}
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ImportantBuildings = { WeaponsFactory, Airfield, dome2, SovietConyard }
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ImportantBuildings = { WeaponsFactory, Airfield, EastRadarDome, SovietConyard }
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SovietAircraftType = { "yak" }
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Yaks = { }
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IdlingUnits = { }
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IdlingTanks = { tank1, tank2, tank3, tank4, tank5, tank6, tank7, tank8 }
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IdlingNavalUnits = { }
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InitialiseAttack = function()
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PrepareTankDefenders = function()
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Utils.Do(ImportantBuildings, function(a)
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Trigger.OnDamaged(a, function()
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Utils.Do(IdlingTanks, function(unit)
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@@ -81,23 +82,23 @@ InitialiseAttack = function()
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end)
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end
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Attack = 0
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InfantryWave = 0
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ProduceInfantry = function()
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if SovietBarracks.IsDead or SovietBarracks.Owner ~= USSR then
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return
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end
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Attack = Attack + 1
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InfantryWave = InfantryWave + 1
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local toBuild = Utils.Random(InfTypes)
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USSR.Build(toBuild, function(units)
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if Attack == 2 and not AttackTnk1.IsDead then
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if InfantryWave == 2 and not AttackTnk1.IsDead then
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units[#units + 1] = AttackTnk1
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elseif Attack == 4 and not AttackTnk2.IsDead then
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elseif InfantryWave == 4 and not AttackTnk2.IsDead then
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units[#units + 1] = AttackTnk2
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end
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SendAttack(units, Utils.Random(AttackRallyPoints))
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Trigger.AfterDelay(DateTime.Seconds(BuildDelays), ProduceInfantry)
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Trigger.AfterDelay(BuildDelays[Difficulty], ProduceInfantry)
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end)
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end
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@@ -115,24 +116,22 @@ ProduceVehicles = function()
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end
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ProduceNaval = function()
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if not ShouldProduce and #Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.Type == "syrd" end) < 1 then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceNaval)
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if not Greece.HasPrerequisites({ "syrd" }) then
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Trigger.AfterDelay(DateTime.Seconds(60), ProduceNaval)
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return
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end
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ShouldProduce = true
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if SubPen.IsDead or SubPen.Owner ~= USSR then
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return
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end
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USSR.Build(WaterAttackTypes, function(units)
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USSR.Build(WaterAttackTypes[Difficulty], function(units)
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Utils.Do(units, function(unit)
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IdlingNavalUnits[#IdlingNavalUnits + 1] = unit
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), ProduceNaval)
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if #IdlingNavalUnits >= WaterAttacks then
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if #IdlingNavalUnits >= #WaterAttackTypes[Difficulty] then
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Trigger.AfterDelay(DateTime.Seconds(20), function()
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SendAttack(SetupNavalAttackGroup(), { Harbor.Location })
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end)
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@@ -146,15 +145,12 @@ ProduceAircraft = function()
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end
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USSR.Build(SovietAircraftType, function(units)
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local yak = units[1]
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Yaks[#Yaks + 1] = yak
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Trigger.OnKilled(yak, ProduceAircraft)
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if #Yaks == 1 then
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Trigger.AfterDelay(DateTime.Seconds(BuildDelays), ProduceAircraft)
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end
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InitializeAttackAircraft(yak, Greece)
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Utils.Do(units, function(yak)
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InitializeAttackAircraft(yak, Greece)
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Trigger.OnKilled(yak, function()
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Trigger.AfterDelay(BuildDelays[Difficulty], ProduceAircraft)
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end)
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end)
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end)
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end
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@@ -167,7 +163,7 @@ end
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SetupNavalAttackGroup = function()
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local units = { }
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for i = 0, 3 do
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for i = 1, 3 do
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if #IdlingNavalUnits == 0 then
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return units
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end
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@@ -184,7 +180,7 @@ end
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WTransWaves = function()
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local way = Utils.Random(WTransWays)
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local units = Utils.Random(WTransUnits)
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local units = Utils.Random(WTransUnits[Difficulty])
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local attackUnits = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2]
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Utils.Do(attackUnits, function(a)
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Trigger.OnAddedToWorld(a, function()
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@@ -193,25 +189,31 @@ WTransWaves = function()
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
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Trigger.AfterDelay(WTransDelays[Difficulty], WTransWaves)
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end
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ActivateAI = function()
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WaterAttackTypes = WaterAttackTypes[Difficulty]
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WaterAttacks = WaterAttacks[Difficulty]
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WTransUnits = WTransUnits[Difficulty]
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WTransDelays = WTransDelays[Difficulty]
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BuildDelays = BuildDelays[Difficulty]
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InitialiseAttack()
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Trigger.AfterDelay(DateTime.Seconds(10), ProduceInfantry)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(10), function()
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ProduceAircraft()
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ProduceVehicles()
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end)
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if SovietsActivated then
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return
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end
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SovietsActivated = true
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WeaponsFactory.RallyPoint = WeaponMeetPoint.Location
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SubPen.RallyPoint = SubMeetPoint.Location
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Trigger.AfterDelay(DateTime.Minutes(5) + DateTime.Seconds(10), ProduceNaval)
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Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
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PrepareTankDefenders()
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ProduceInfantry()
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
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Trigger.AfterDelay(FirstAirDelays[Difficulty], ProduceAircraft)
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Trigger.OnProduction(Airfield, function()
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if not YakCamera.IsInWorld then
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return
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end
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-- This begins neutral to lessen its effect on ground attacks.
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YakCamera.Owner = USSR
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end)
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Trigger.OnAnyKilled(USSR.GetActorsByType("ss"), ProduceNaval)
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Trigger.AfterDelay(WTransDelays[Difficulty], WTransWaves)
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end
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@@ -56,7 +56,7 @@ GroupPatrol = function(units, waypoints, delay)
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return
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end
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if unit.Location == waypoints[i] then
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local bool = Utils.All(units, function(actor) return actor.IsIdle end)
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local bool = Utils.All(units, function(actor) return actor.IsIdle or actor.IsDead end)
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if bool then
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stop = true
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i = i + 1
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@@ -90,8 +90,7 @@ InitialSovietPatrols = function()
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-- Sub Patrols
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Patrol1Sub.Patrol({ SubPatrol1_1.Location, SubPatrol1_2.Location })
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Patrol2Sub.Patrol({ SubPatrol2_1.Location, SubPatrol2_2.Location })
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Patrol3Sub1.Patrol(SovietSubPath)
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Patrol3Sub2.Patrol(SovietSubPath)
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Patrol3Sub.Patrol(SovietSubPath)
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end
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InitialAlliedReinforcements = function()
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@@ -103,12 +102,16 @@ InitialAlliedReinforcements = function()
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Reinforcements.Reinforce(Greece, AlliedReinforcementsB, { AlliedEntry2.Location, UnitAStopLocation.Location }, 2)
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Reinforcements.Reinforce(Greece, { "mcv" }, { AlliedEntry3.Location, MCVStopLocation.Location })
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local mcv = Reinforcements.Reinforce(Greece, { "mcv" }, { AlliedEntry3.Location, MCVStopLocation.Location })[1]
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Trigger.OnRemovedFromWorld(mcv, ActivateAI)
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end)
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end
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CaptureRadarDome = function()
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Trigger.OnKilled(RadarDome, function()
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if Greece.IsObjectiveCompleted(CaptureRadarDomeObj) then
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return
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end
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Greece.MarkFailedObjective(CaptureRadarDomeObj)
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end)
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@@ -135,44 +138,131 @@ CaptureRadarDome = function()
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end
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InfiltrateTechCenter = function()
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local infiltrated = false
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local allKilled = false
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Utils.Do(SovietTechLabs, function(a)
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Trigger.OnInfiltrated(a, function()
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if Infiltrated then
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if infiltrated then
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return
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end
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Infiltrated = true
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DestroySovietsObj = AddPrimaryObjective(Greece, "destroy-soviet-buildings-units")
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Greece.MarkCompletedObjective(InfiltrateTechCenterObj)
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infiltrated = true
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InfiltrateTechCenterObj = InfiltrateTechCenterObj or AddPrimaryObjective(Greece, "infiltrate-tech-center-spy")
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local Proxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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Utils.Do(ParadropWaypoints[Difficulty], function(waypoint)
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Proxy.TargetParatroopers(waypoint.CenterPosition, Angle.South)
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-- Let the infiltration speech play first.
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Trigger.AfterDelay(38, function()
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Media.PlaySpeechNotification(Greece, "SecondObjectiveMet")
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DestroySovietsObj = AddPrimaryObjective(Greece, "destroy-soviet-buildings-units")
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Greece.MarkCompletedObjective(InfiltrateTechCenterObj)
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local proxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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Utils.Do(ParadropWaypoints[Difficulty], function(waypoint)
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local plane = proxy.TargetParatroopers(waypoint.CenterPosition, Angle.South)[1]
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Trigger.OnPassengerExited(plane, function(_, passenger)
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IdleHunt(passenger)
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end)
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end)
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proxy.Destroy()
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end)
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Proxy.Destroy()
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end)
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Trigger.OnCapture(a, function()
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if not Infiltrated then
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if not infiltrated then
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Media.PlaySoundNotification(Greece, "AlertBleep")
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Media.DisplayMessage(UserInterface.Translate("dont-capture-tech-centers"))
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end
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end)
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end)
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Trigger.OnAllKilled(SovietTechLabs, function()
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allKilled = true
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end)
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Trigger.OnAllKilledOrCaptured(SovietTechLabs, function()
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if not Greece.IsObjectiveCompleted(InfiltrateTechCenterObj) then
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Greece.MarkFailedObjective(InfiltrateTechCenterObj)
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if infiltrated then
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return
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end
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Trigger.AfterDelay(1, function()
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FailTechCenter(allKilled)
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end)
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end)
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end
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FailTechCenter = function(killed)
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local speechDelay = 0
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if not killed then
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-- Let the capture speech play first.
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speechDelay = 36
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end
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Trigger.AfterDelay(speechDelay, function()
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Media.PlaySpeechNotification(Greece, "ObjectiveNotMet")
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end)
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Trigger.AfterDelay(speechDelay + DateTime.Seconds(1), function()
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InfiltrateTechCenterObj = InfiltrateTechCenterObj or AddPrimaryObjective(Greece, "infiltrate-tech-center-spy")
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Greece.MarkFailedObjective(InfiltrateTechCenterObj)
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end)
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end
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-- Check progress on the Naval Yard and smaller Soviet base.
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-- If a Naval Yard is built, send a sub to investigate the coast.
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-- Its death will trigger production of more subs, if that's not yet started.
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CheckNavalObjective = function()
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if not Greece.HasPrerequisites({ "syrd" } ) then
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Trigger.AfterDelay(DateTime.Seconds(3), CheckNavalObjective)
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return
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end
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local intact = IntactMiniBaseStructures()
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if #intact == 0 then
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MarkNavalObjective()
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else
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Trigger.OnAllKilledOrCaptured(intact, MarkNavalObjective)
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end
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if ScoutSub.IsDead then
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return
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end
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local path = { SubPatrol1_1.Location, SubMeetPoint.Location, Harbor.Location }
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ScoutSub.Patrol(path, false)
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IdleHunt(ScoutSub)
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end
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MarkNavalObjective = function()
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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InfiltrateTechCenterObj = InfiltrateTechCenterObj or AddPrimaryObjective(Greece, "infiltrate-tech-center-spy")
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Greece.MarkCompletedObjective(NavalYardObj)
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Media.PlaySpeechNotification(Greece, "FirstObjectiveMet")
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end)
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end
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IntactMiniBaseStructures = function()
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local base = { MiniBaseTower1, MiniBaseTower2, SovietBarracks }
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return Utils.Where(base, function(structure)
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return not structure.IsDead and structure.Owner == USSR
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end)
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end
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Tick = function()
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if DateTime.GameTime > DateTime.Seconds(10) and Greece.HasNoRequiredUnits() then
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Greece.MarkFailedObjective(InfiltrateTechCenterObj)
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end
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if DestroySovietsObj and USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(DestroySovietsObj)
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end
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if not Greece.HasNoRequiredUnits() then
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return
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end
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Utils.Do({ NavalYardObj, InfiltrateTechCenterObj, DestroySovietsObj }, function(objective)
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if Greece.IsObjectiveCompleted(objective) then
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return
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end
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Greece.MarkFailedObjective(objective)
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end)
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end
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WorldLoaded = function()
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@@ -181,7 +271,7 @@ WorldLoaded = function()
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InitObjectives(Greece)
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InfiltrateTechCenterObj = AddPrimaryObjective(Greece, "infiltrate-tech-center-spy")
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NavalYardObj = AddPrimaryObjective(Greece, "build-naval-yard-redeploy-mcv")
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CaptureRadarDomeObj = AddSecondaryObjective(Greece, "capture-radar-shore")
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Camera.Position = DefaultCameraPosition.CenterPosition
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@@ -205,5 +295,7 @@ WorldLoaded = function()
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CaptureRadarDome()
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InfiltrateTechCenter()
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Trigger.AfterDelay(0, ActivateAI)
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Trigger.AfterDelay(DateTime.Minutes(2), CheckNavalObjective)
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-- Prepare Soviet attacks if Greece still has an undeployed MCV.
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Trigger.AfterDelay(DateTime.Seconds(30), ActivateAI)
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end
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@@ -38,14 +38,14 @@ Players:
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LockFaction: True
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Faction: allies
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LockColor: True
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Color: E2E6F6
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Color: ABB7E4
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LockSpawn: True
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LockTeam: True
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Enemies: USSR
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Actors:
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Actor176: camera
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Owner: USSR
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YakCamera: camera
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Owner: Neutral
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Location: 19,66
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Actor0: sbag
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Location: 22,81
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@@ -242,10 +242,10 @@ Actors:
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Actor74: kenn
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Location: 77,101
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Owner: USSR
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Actor75: ftur
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MiniBaseTower1: ftur
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Location: 16,82
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Owner: USSR
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Actor76: ftur
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MiniBaseTower2: ftur
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Location: 19,82
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Owner: USSR
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Actor77: tsla
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@@ -300,7 +300,7 @@ Actors:
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Location: 23,82
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Owner: USSR
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Facing: 124
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SubCell: 3
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SubCell: 4
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Actor111: e1
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Location: 20,64
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Owner: Greece
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@@ -324,7 +324,7 @@ Actors:
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Location: 13,85
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Owner: USSR
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Facing: 252
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SubCell: 3
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SubCell: 4
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Actor117: dog
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Location: 79,100
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Owner: USSR
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@@ -333,11 +333,11 @@ Actors:
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Actor126: ss
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||||
Location: 59,102
|
||||
Owner: USSR
|
||||
Facing: 380
|
||||
Facing: 384
|
||||
Actor130: ss
|
||||
Location: 74,113
|
||||
Owner: USSR
|
||||
Facing: 252
|
||||
Facing: 256
|
||||
Actor177: mine
|
||||
Owner: Neutral
|
||||
Location: 56,94
|
||||
@@ -350,7 +350,7 @@ Actors:
|
||||
SovietConyard: fact
|
||||
Location: 69,96
|
||||
Owner: USSR
|
||||
dome2: dome
|
||||
EastRadarDome: dome
|
||||
Location: 90,109
|
||||
Owner: USSR
|
||||
harv: harv
|
||||
@@ -397,22 +397,22 @@ Actors:
|
||||
SubPatrol3_3: waypoint
|
||||
Location: 79,71
|
||||
Owner: Neutral
|
||||
Patrol3Sub1: ss
|
||||
Patrol3Sub: ss
|
||||
Location: 46,105
|
||||
Owner: USSR
|
||||
Facing: 252
|
||||
Patrol3Sub2: ss
|
||||
Facing: 256
|
||||
ScoutSub: ss
|
||||
Location: 77,71
|
||||
Owner: USSR
|
||||
Facing: 252
|
||||
Facing: 256
|
||||
Patrol1Sub: ss
|
||||
Location: 46,71
|
||||
Owner: USSR
|
||||
Facing: 508
|
||||
Facing: 512
|
||||
Patrol2Sub: ss
|
||||
Location: 52,85
|
||||
Owner: USSR
|
||||
Facing: 252
|
||||
Facing: 256
|
||||
SubPatrol1_1: waypoint
|
||||
Location: 42,71
|
||||
Owner: Neutral
|
||||
@@ -502,7 +502,7 @@ Actors:
|
||||
BadGuy1: e1
|
||||
Location: 20,69
|
||||
Owner: USSR
|
||||
SubCell: 3
|
||||
SubCell: 4
|
||||
BadGuy2: e1
|
||||
Location: 19,70
|
||||
Owner: USSR
|
||||
@@ -511,11 +511,11 @@ Actors:
|
||||
Location: 24,67
|
||||
Owner: USSR
|
||||
Facing: 252
|
||||
SubCell: 3
|
||||
SubCell: 4
|
||||
Patrol_1_e1: e1
|
||||
Location: 71,84
|
||||
Owner: USSR
|
||||
SubCell: 4
|
||||
SubCell: 5
|
||||
Patrol_1_dog: dog
|
||||
Location: 72,84
|
||||
Owner: USSR
|
||||
@@ -529,7 +529,7 @@ Actors:
|
||||
Location: 89,93
|
||||
Owner: USSR
|
||||
Facing: 380
|
||||
SubCell: 4
|
||||
SubCell: 5
|
||||
Patrol_3_e1: e1
|
||||
Location: 92,108
|
||||
Owner: USSR
|
||||
@@ -537,16 +537,16 @@ Actors:
|
||||
Patrol_3_dog: dog
|
||||
Location: 92,108
|
||||
Owner: USSR
|
||||
SubCell: 3
|
||||
SubCell: 4
|
||||
Patrol_4_e1: e1
|
||||
Location: 76,102
|
||||
Owner: USSR
|
||||
SubCell: 4
|
||||
SubCell: 5
|
||||
Patrol_4_dog: dog
|
||||
Location: 77,102
|
||||
Owner: USSR
|
||||
Facing: 380
|
||||
SubCell: 4
|
||||
SubCell: 5
|
||||
WaterUnloadEntry1: waypoint
|
||||
Location: 22,114
|
||||
Owner: Neutral
|
||||
@@ -628,6 +628,201 @@ Actors:
|
||||
WeaponMeetPoint: waypoint
|
||||
Owner: Neutral
|
||||
Location: 73,90
|
||||
Actor179: fenc
|
||||
Location: 14,81
|
||||
Owner: USSR
|
||||
Actor181: fenc
|
||||
Location: 16,81
|
||||
Owner: USSR
|
||||
Actor182: fenc
|
||||
Location: 19,81
|
||||
Owner: USSR
|
||||
Actor183: fenc
|
||||
Location: 20,81
|
||||
Owner: USSR
|
||||
Actor184: fenc
|
||||
Location: 21,81
|
||||
Owner: USSR
|
||||
Actor185: fenc
|
||||
Location: 79,81
|
||||
Owner: USSR
|
||||
Actor186: fenc
|
||||
Location: 80,81
|
||||
Owner: USSR
|
||||
Actor187: fenc
|
||||
Location: 14,82
|
||||
Owner: USSR
|
||||
Actor188: fenc
|
||||
Location: 67,82
|
||||
Owner: USSR
|
||||
Actor189: fenc
|
||||
Location: 73,82
|
||||
Owner: USSR
|
||||
Actor190: fenc
|
||||
Location: 14,83
|
||||
Owner: USSR
|
||||
Actor191: fenc
|
||||
Location: 73,83
|
||||
Owner: USSR
|
||||
Actor192: fenc
|
||||
Location: 22,84
|
||||
Owner: USSR
|
||||
Actor193: fenc
|
||||
Location: 22,85
|
||||
Owner: USSR
|
||||
Actor194: fenc
|
||||
Location: 73,85
|
||||
Owner: USSR
|
||||
Actor195: fenc
|
||||
Location: 74,85
|
||||
Owner: USSR
|
||||
Actor196: fenc
|
||||
Location: 75,85
|
||||
Owner: USSR
|
||||
Actor197: fenc
|
||||
Location: 76,85
|
||||
Owner: USSR
|
||||
Actor198: fenc
|
||||
Location: 73,86
|
||||
Owner: USSR
|
||||
Actor199: fenc
|
||||
Location: 77,86
|
||||
Owner: USSR
|
||||
Actor200: fenc
|
||||
Location: 14,87
|
||||
Owner: USSR
|
||||
Actor201: fenc
|
||||
Location: 77,87
|
||||
Owner: USSR
|
||||
Actor202: fenc
|
||||
Location: 14,88
|
||||
Owner: USSR
|
||||
Actor203: fenc
|
||||
Location: 77,88
|
||||
Owner: USSR
|
||||
Actor204: fenc
|
||||
Location: 80,89
|
||||
Owner: USSR
|
||||
Actor205: fenc
|
||||
Location: 81,89
|
||||
Owner: USSR
|
||||
Actor206: fenc
|
||||
Location: 82,89
|
||||
Owner: USSR
|
||||
Actor207: fenc
|
||||
Location: 83,89
|
||||
Owner: USSR
|
||||
Actor208: fenc
|
||||
Location: 84,89
|
||||
Owner: USSR
|
||||
Actor209: fenc
|
||||
Location: 84,90
|
||||
Owner: USSR
|
||||
Actor210: fenc
|
||||
Location: 84,91
|
||||
Owner: USSR
|
||||
Actor211: fenc
|
||||
Location: 85,91
|
||||
Owner: USSR
|
||||
Actor212: fenc
|
||||
Location: 62,95
|
||||
Owner: USSR
|
||||
Actor213: fenc
|
||||
Location: 63,95
|
||||
Owner: USSR
|
||||
Actor214: fenc
|
||||
Location: 64,95
|
||||
Owner: USSR
|
||||
Actor215: fenc
|
||||
Location: 65,95
|
||||
Owner: USSR
|
||||
Actor216: fenc
|
||||
Location: 66,95
|
||||
Owner: USSR
|
||||
Actor217: fenc
|
||||
Location: 67,95
|
||||
Owner: USSR
|
||||
Actor218: fenc
|
||||
Location: 62,96
|
||||
Owner: USSR
|
||||
Actor219: fenc
|
||||
Location: 67,96
|
||||
Owner: USSR
|
||||
Actor220: fenc
|
||||
Location: 68,96
|
||||
Owner: USSR
|
||||
Actor221: fenc
|
||||
Location: 85,98
|
||||
Owner: USSR
|
||||
Actor222: fenc
|
||||
Location: 86,98
|
||||
Owner: USSR
|
||||
Actor223: fenc
|
||||
Location: 87,98
|
||||
Owner: USSR
|
||||
Actor224: fenc
|
||||
Location: 88,98
|
||||
Owner: USSR
|
||||
Actor225: fenc
|
||||
Location: 89,98
|
||||
Owner: USSR
|
||||
Actor226: fenc
|
||||
Location: 90,98
|
||||
Owner: USSR
|
||||
Actor227: fenc
|
||||
Location: 93,98
|
||||
Owner: USSR
|
||||
Actor228: fenc
|
||||
Location: 84,99
|
||||
Owner: USSR
|
||||
Actor229: fenc
|
||||
Location: 85,99
|
||||
Owner: USSR
|
||||
Actor230: fenc
|
||||
Location: 77,100
|
||||
Owner: USSR
|
||||
Actor231: fenc
|
||||
Location: 78,100
|
||||
Owner: USSR
|
||||
Actor232: fenc
|
||||
Location: 80,100
|
||||
Owner: USSR
|
||||
Actor233: fenc
|
||||
Location: 81,100
|
||||
Owner: USSR
|
||||
Actor234: fenc
|
||||
Location: 78,101
|
||||
Owner: USSR
|
||||
Actor235: fenc
|
||||
Location: 79,101
|
||||
Owner: USSR
|
||||
Actor236: fenc
|
||||
Location: 80,101
|
||||
Owner: USSR
|
||||
Actor237: fenc
|
||||
Location: 92,103
|
||||
Owner: USSR
|
||||
Actor238: fenc
|
||||
Location: 93,103
|
||||
Owner: USSR
|
||||
Actor239: fenc
|
||||
Location: 94,103
|
||||
Owner: USSR
|
||||
Actor240: fenc
|
||||
Location: 95,103
|
||||
Owner: USSR
|
||||
Actor241: fenc
|
||||
Location: 96,103
|
||||
Owner: USSR
|
||||
Actor242: fenc
|
||||
Location: 96,104
|
||||
Owner: USSR
|
||||
Actor243: fenc
|
||||
Location: 96,105
|
||||
Owner: USSR
|
||||
Actor244: fenc
|
||||
Location: 15,81
|
||||
Owner: USSR
|
||||
|
||||
Rules: ra|rules/campaign-rules.yaml, ra|rules/campaign-tooltips.yaml, ra|rules/campaign-palettes.yaml, rules.yaml
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 5000
|
||||
DefaultCash: 8500
|
||||
|
||||
World:
|
||||
LuaScript:
|
||||
|
||||
Reference in New Issue
Block a user