Add Nod 10a mission
This commit is contained in:
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AUTHORS
1
AUTHORS
@@ -54,6 +54,7 @@ Also thanks to:
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* David Russell (DavidARussell)
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* David Russell (DavidARussell)
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* DeadlySurprise
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* DeadlySurprise
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* Dmitri Suvorov (suvjunmd)
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* Dmitri Suvorov (suvjunmd)
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* dtluna
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* Erasmus Schroder (rasco)
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* Erasmus Schroder (rasco)
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* Eric Bajumpaa (SteelPhase)
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* Eric Bajumpaa (SteelPhase)
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* Evgeniy Sergeev (evgeniysergeev)
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* Evgeniy Sergeev (evgeniysergeev)
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BIN
mods/cnc/maps/nod10a/map.bin
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mods/cnc/maps/nod10a/map.bin
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mods/cnc/maps/nod10a/map.png
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mods/cnc/maps/nod10a/map.png
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After Width: | Height: | Size: 29 KiB |
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mods/cnc/maps/nod10a/map.yaml
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mods/cnc/maps/nod10a/map.yaml
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File diff suppressed because it is too large
Load Diff
101
mods/cnc/maps/nod10a/nod10a.lua
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mods/cnc/maps/nod10a/nod10a.lua
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--[[
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Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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if Map.LobbyOption("difficulty") == "easy" then
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Rambo = "rmbo.easy"
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elseif Map.LobbyOption("difficulty") == "hard" then
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Rambo = "rmbo.hard"
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else
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Rambo = "rmbo"
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end
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GDIBuildings = { ConYard, PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4,
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Barracks, CommCenter, WeaponsFactory, GuardTower1, GuardTower2, GuardTower3 }
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function RepairBuilding(building, attacker)
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if not building.IsDead and building.Owner == enemy then
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building.StartBuildingRepairs(enemy)
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end
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end
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ChinookTrigger = false
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function ReinforceWithChinook(_, discoverer)
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if not ChinookTrigger and discoverer == player then
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ChinookTrigger = true
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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TransportFlare = Actor.Create('flare', true, { Owner = player, Location = DefaultFlareLocation.Location })
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChinookEntry.Location, ChinookTarget.Location })
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end)
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end
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end
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function CreateScientist()
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scientist = Actor.Create('CHAN', true, { Owner = enemy, Location = ScientistLocation.Location })
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killScientistObjective = player.AddPrimaryObjective("Kill the GDI scientist.")
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Trigger.OnKilled(scientist, function()
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player.MarkCompletedObjective(killScientistObjective)
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end)
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player.MarkCompletedObjective(destroyTechCenterObjective)
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end
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function WorldLoaded()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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enemy.Cash = 10000
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Camera.Position = DefaultCameraPosition.CenterPosition
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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Utils.Do(GDIBuildings, function(building)
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Trigger.OnDamaged(building, RepairBuilding)
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end)
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gdiObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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destroyTechCenterObjective = player.AddPrimaryObjective("Destroy the GDI R&D center.")
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Actor.Create(Rambo, true, { Owner = player, Location = RamboLocation.Location })
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Trigger.OnDiscovered(TechCenter, ReinforceWithChinook)
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Trigger.OnKilled(TechCenter, CreateScientist)
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end
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function Tick()
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if DateTime.GameTime > 2 then
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if player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(gdiObjective)
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end
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end
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end
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62
mods/cnc/maps/nod10a/rules.yaml
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62
mods/cnc/maps/nod10a/rules.yaml
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World:
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LuaScript:
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Scripts: nod10a.lua
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MissionData:
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Briefing: GDI is developing an orbital weapon. Our spies have told us of a large lake near the location of the R&D center.\n\nFind the base, and use the sniper to eliminate their scientist.
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BackgroundVideo: kanepre.vqa
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LossVideo: nodlose.vqa
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BriefingVideo: nod10a.vqa
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SmudgeLayer@SCORCH:
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InitialSmudges:
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59,55: sc4,0
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43,53: sc3,0
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8,22: sc1,0
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8,19: sc1,0
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8,16: sc1,0
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7,16: sc1,0
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3,14: sc5,0
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30,5: sc1,0
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SmudgeLayer@CRATER:
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InitialSmudges:
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7,15: cr1,0
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35,5: cr1,0
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51,4: cr1,0
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41,3: cr1,0
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ScriptLobbyDropdown@difficulty:
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ID: difficulty
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Label: Difficulty
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Values:
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easy: Easy
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normal: Normal
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hard: Hard
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Default: easy
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-LegacyBridgeLayer:
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^CivBuilding:
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AnnounceOnSeen:
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Player:
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EnemyWatcher:
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PlayerResources:
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DefaultCash: 0
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RMBO.easy:
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Inherits: RMBO
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Health:
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HP: 30000
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SelfHealing:
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Step: 500
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Delay: 10
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HealIfBelow: 50
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DamageCooldown: 200
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RenderSprites:
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Image: RMBO
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RMBO.hard:
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Inherits: RMBO
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-AutoTarget:
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-AutoTargetPriority@DEFAULT:
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-AutoTargetPriority@ATTACKANYTHING:
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-AttackMove:
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RenderSprites:
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Image: RMBO
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@@ -28,6 +28,7 @@ Nod Campaign:
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./mods/cnc/maps/nod08a
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./mods/cnc/maps/nod08a
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./mods/cnc/maps/nod08b
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./mods/cnc/maps/nod08b
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./mods/cnc/maps/nod09
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./mods/cnc/maps/nod09
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./mods/cnc/maps/nod10a
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./mods/cnc/maps/nod10b
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./mods/cnc/maps/nod10b
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Funpark Campaign:
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Funpark Campaign:
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