Merge pull request #11235 from Biofreak1987/nod07b
TD Campaign: Add nod07b - "Sick And Dying (b)
This commit is contained in:
@@ -46,6 +46,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
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mods\cnc\maps\nod06c\nod06c.lua = mods\cnc\maps\nod06c\nod06c.lua
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mods\cnc\maps\nod07a\nod07a-AI.lua = mods\cnc\maps\nod07a\nod07a-AI.lua
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mods\cnc\maps\nod07a\nod07a.lua = mods\cnc\maps\nod07a\nod07a.lua
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mods\cnc\maps\nod07a\nod07a-AI.lua = mods\cnc\maps\nod07b\nod07b-AI.lua
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mods\cnc\maps\nod07a\nod07a.lua = mods\cnc\maps\nod07b\nod07b.lua
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mods\cnc\maps\funpark01\scj01ea.lua = mods\cnc\maps\funpark01\scj01ea.lua
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mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua
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EndProjectSection
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BIN
mods/cnc/maps/nod07b/map.bin
Normal file
BIN
mods/cnc/maps/nod07b/map.bin
Normal file
Binary file not shown.
BIN
mods/cnc/maps/nod07b/map.png
Normal file
BIN
mods/cnc/maps/nod07b/map.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 38 KiB |
956
mods/cnc/maps/nod07b/map.yaml
Normal file
956
mods/cnc/maps/nod07b/map.yaml
Normal file
@@ -0,0 +1,956 @@
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MapFormat: 11
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RequiresMod: cnc
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Title: Sick And Dying (b)
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Author: Westwood Studios
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Tileset: DESERT
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MapSize: 64,64
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Bounds: 5,5,54,54
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Visibility: MissionSelector
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Categories: Campaign
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LockPreview: True
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Players:
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PlayerReference@GDI:
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Name: GDI
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Faction: gdi
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Color: F5D378
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Allies: Civilians
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Enemies: Nod
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PlayerReference@Neutral:
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Name: Neutral
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OwnsWorld: True
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NonCombatant: True
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Faction: gdi
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PlayerReference@Civilians:
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Name: Civilians
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NonCombatant: True
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Faction: gdi
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Allies: GDI
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Enemies: Nod
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PlayerReference@Nod:
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Name: Nod
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Faction: nod
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AllowBots: False
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Playable: True
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Required: True
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LockFaction: True
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LockColor: True
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Color: FE1100
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LockSpawn: True
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LockTeam: True
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Enemies: GDI, Civilians
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Actors:
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Location: 46,49
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Owner: GDI
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Location: 45,49
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Owner: GDI
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Actor5: brik
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Location: 44,49
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Actor25: brik
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Actor27: brik
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Actor28: brik
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Owner: GDI
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Actor31: brik
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Location: 42,42
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Owner: GDI
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Actor32: brik
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Location: 41,42
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Owner: GDI
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Actor33: brik
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Location: 58,41
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Owner: GDI
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Actor34: brik
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Location: 42,41
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Actor35: brik
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Location: 41,41
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Owner: GDI
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Actor36: brik
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Location: 58,40
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Owner: GDI
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Actor37: brik
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Location: 41,40
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Owner: GDI
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Actor38: brik
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Location: 58,39
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Owner: GDI
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Actor39: brik
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Location: 41,39
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Owner: GDI
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Actor40: brik
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Location: 58,38
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Owner: GDI
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Actor41: brik
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Location: 41,38
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Owner: GDI
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Actor42: brik
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Location: 58,37
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Owner: GDI
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Actor43: brik
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Location: 41,37
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Owner: GDI
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Actor44: brik
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Location: 58,36
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Owner: GDI
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Actor45: brik
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Location: 48,36
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Owner: GDI
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Actor46: brik
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Location: 47,36
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Owner: GDI
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Actor47: brik
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Owner: GDI
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Actor48: brik
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Location: 43,36
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Owner: GDI
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Actor49: brik
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Owner: GDI
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Actor50: brik
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Location: 58,35
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Owner: GDI
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Actor51: brik
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Location: 57,35
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Owner: GDI
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Actor52: brik
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Location: 56,35
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Owner: GDI
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Actor53: brik
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Location: 55,35
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Owner: GDI
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Actor54: brik
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Location: 54,35
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Owner: GDI
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Actor55: brik
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Location: 53,35
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Owner: GDI
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Actor56: brik
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Location: 52,35
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Owner: GDI
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Actor57: brik
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Location: 51,35
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Owner: GDI
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Actor58: brik
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Location: 50,35
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Owner: GDI
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Actor59: brik
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Location: 49,35
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Owner: GDI
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Actor60: brik
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Location: 48,35
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Owner: GDI
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Actor61: brik
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Location: 47,35
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Owner: GDI
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Actor62: brik
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Location: 44,35
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Owner: GDI
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Actor63: brik
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Actor70: cycl
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Location: 49,21
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Actor71: cycl
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Location: 48,21
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Owner: Civilians
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Actor72: cycl
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||||
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||||
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||||
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||||
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||||
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Actor79: cycl
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Actor80: cycl
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Location: 49,18
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||||
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Actor81: cycl
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||||
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||||
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||||
Owner: Civilians
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||||
Actor83: cycl
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||||
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||||
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Actor84: cycl
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||||
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||||
Owner: Civilians
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||||
Actor85: cycl
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||||
Location: 50,17
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||||
Owner: Civilians
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||||
Actor86: cycl
|
||||
Location: 49,17
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||||
Owner: Civilians
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||||
Actor87: cycl
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||||
Location: 48,17
|
||||
Owner: Civilians
|
||||
Actor88: cycl
|
||||
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||||
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|
||||
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|
||||
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|
||||
Owner: Neutral
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
Actor98: t18
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||||
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||||
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|
||||
Actor99: t18
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||||
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||||
Owner: Neutral
|
||||
Actor100: t18
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Actor112: t08
|
||||
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||||
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|
||||
Actor113: rock1
|
||||
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|
||||
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|
||||
Actor114: t18
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||||
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||||
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||||
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||||
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||||
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|
||||
Actor116: t08
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||||
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|
||||
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|
||||
Actor117: t18
|
||||
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|
||||
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|
||||
Actor134: v24
|
||||
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|
||||
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|
||||
Health: 22
|
||||
Actor135: v27
|
||||
Location: 43,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor136: v24
|
||||
Location: 41,24
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor137: v24
|
||||
Location: 43,26
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor138: v27
|
||||
Location: 42,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor139: v27
|
||||
Location: 41,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor140: v27
|
||||
Location: 40,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor141: v27
|
||||
Location: 39,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor142: v26
|
||||
Location: 36,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor143: v25
|
||||
Location: 40,20
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor144: v21
|
||||
Location: 47,24
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor145: v20
|
||||
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|
||||
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|
||||
Health: 99
|
||||
Actor146: v22
|
||||
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|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor147: v23
|
||||
Location: 40,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor148: v26
|
||||
Location: 47,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor149: v28
|
||||
Location: 47,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor150: v28
|
||||
Location: 48,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor151: v28
|
||||
Location: 49,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor152: v29
|
||||
Location: 52,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor153: v30
|
||||
Location: 50,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor154: v31
|
||||
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|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor155: v32
|
||||
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|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor156: v33
|
||||
Location: 57,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor157: v34
|
||||
Location: 58,26
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor158: v35
|
||||
Location: 57,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor159: v36
|
||||
Location: 56,26
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor160: v29
|
||||
Location: 49,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor161: v29
|
||||
Location: 50,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor162: arco
|
||||
Location: 45,20
|
||||
Owner: Civilians
|
||||
Health: 98
|
||||
Actor163: v19
|
||||
Location: 48,18
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor164: v19
|
||||
Location: 52,18
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor165: v19
|
||||
Location: 50,20
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor166: v19
|
||||
Location: 50,18
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor167: v19
|
||||
Location: 48,20
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor168: v19
|
||||
Location: 52,20
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor169: v30
|
||||
Location: 43,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor171: hosp
|
||||
Location: 55,28
|
||||
Owner: Civilians
|
||||
Actor172: mtnk
|
||||
Location: 51,40
|
||||
Owner: GDI
|
||||
Actor173: jeep
|
||||
Location: 17,31
|
||||
Owner: GDI
|
||||
Facing: 224
|
||||
Actor174: mtnk
|
||||
Location: 21,36
|
||||
Owner: GDI
|
||||
Facing: 224
|
||||
Actor175: mtnk
|
||||
Location: 42,52
|
||||
Owner: GDI
|
||||
Facing: 160
|
||||
Actor176: jeep
|
||||
Location: 14,26
|
||||
Owner: GDI
|
||||
Facing: 32
|
||||
Actor177: mtnk
|
||||
Location: 50,47
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
Actor188: mtnk
|
||||
Location: 51,53
|
||||
Owner: GDI
|
||||
Facing: 160
|
||||
Actor189: mtnk
|
||||
Location: 24,26
|
||||
Owner: GDI
|
||||
Facing: 224
|
||||
Actor190: mtnk
|
||||
Location: 29,36
|
||||
Owner: GDI
|
||||
Facing: 128
|
||||
Actor191: mtnk
|
||||
Location: 27,36
|
||||
Owner: GDI
|
||||
Facing: 128
|
||||
Actor192: jeep
|
||||
Location: 8,38
|
||||
Owner: GDI
|
||||
Health: 97
|
||||
Actor193: jeep
|
||||
Location: 8,29
|
||||
Owner: GDI
|
||||
Actor195: e2
|
||||
Location: 56,42
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor196: e2
|
||||
Location: 57,42
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor197: e2
|
||||
Location: 57,46
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor198: e2
|
||||
Location: 51,35
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor199: e2
|
||||
Location: 43,40
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor200: e1
|
||||
Location: 42,40
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor201: e1
|
||||
Location: 44,39
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor202: e1
|
||||
Location: 56,46
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor203: e1
|
||||
Location: 43,41
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor204: e2
|
||||
Location: 24,56
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor205: e2
|
||||
Location: 24,57
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor206: e1
|
||||
Location: 14,48
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor207: e1
|
||||
Location: 14,48
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor208: e1
|
||||
Location: 15,48
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor209: e3
|
||||
Location: 10,28
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor210: e3
|
||||
Location: 5,31
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor211: e3
|
||||
Location: 13,40
|
||||
Owner: GDI
|
||||
Health: 83
|
||||
Facing: 224
|
||||
SubCell: 4
|
||||
Actor212: e3
|
||||
Location: 13,42
|
||||
Owner: GDI
|
||||
Facing: 192
|
||||
SubCell: 4
|
||||
Actor213: e2
|
||||
Location: 11,37
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor214: e2
|
||||
Location: 7,30
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor221: c1
|
||||
Location: 35,24
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
SubCell: 0
|
||||
Actor222: c2
|
||||
Location: 40,24
|
||||
Owner: Civilians
|
||||
Facing: 160
|
||||
SubCell: 2
|
||||
Actor223: c3
|
||||
Location: 36,25
|
||||
Owner: Civilians
|
||||
Facing: 224
|
||||
SubCell: 2
|
||||
Actor224: c4
|
||||
Location: 41,26
|
||||
Owner: Civilians
|
||||
Facing: 64
|
||||
SubCell: 3
|
||||
Actor225: c5
|
||||
Location: 44,25
|
||||
Owner: Civilians
|
||||
SubCell: 1
|
||||
Actor226: c6
|
||||
Location: 42,28
|
||||
Owner: Civilians
|
||||
Facing: 64
|
||||
SubCell: 2
|
||||
Actor227: c7
|
||||
Location: 38,26
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
Facing: 224
|
||||
SubCell: 0
|
||||
Actor228: c8
|
||||
Location: 40,26
|
||||
Owner: Civilians
|
||||
Facing: 32
|
||||
SubCell: 3
|
||||
Actor229: c9
|
||||
Location: 36,22
|
||||
Owner: Civilians
|
||||
Facing: 64
|
||||
SubCell: 2
|
||||
Actor230: c1
|
||||
Location: 44,24
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
Facing: 64
|
||||
SubCell: 2
|
||||
Actor231: c2
|
||||
Location: 36,26
|
||||
Owner: Civilians
|
||||
Facing: 64
|
||||
SubCell: 1
|
||||
Actor232: c3
|
||||
Location: 51,26
|
||||
Owner: Civilians
|
||||
Facing: 128
|
||||
SubCell: 2
|
||||
Actor233: c4
|
||||
Location: 55,23
|
||||
Owner: Civilians
|
||||
Facing: 32
|
||||
SubCell: 3
|
||||
Actor234: c5
|
||||
Location: 57,26
|
||||
Owner: Civilians
|
||||
Facing: 160
|
||||
SubCell: 1
|
||||
Actor235: c6
|
||||
Location: 48,26
|
||||
Owner: Civilians
|
||||
Facing: 64
|
||||
SubCell: 3
|
||||
Actor236: c7
|
||||
Location: 42,22
|
||||
Owner: Civilians
|
||||
Facing: 160
|
||||
SubCell: 2
|
||||
Actor237: c8
|
||||
Location: 46,30
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
Facing: 128
|
||||
SubCell: 1
|
||||
Actor238: c9
|
||||
Location: 39,29
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
SubCell: 3
|
||||
Actor239: e2
|
||||
Location: 13,40
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor240: e2
|
||||
Location: 9,37
|
||||
Owner: GDI
|
||||
Health: 87
|
||||
SubCell: 4
|
||||
Actor241: e2
|
||||
Location: 13,39
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor242: e2
|
||||
Location: 15,55
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor243: e2
|
||||
Location: 16,55
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor244: e1
|
||||
Location: 13,53
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor245: e1
|
||||
Location: 14,54
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor246: e1
|
||||
Location: 15,53
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor247: e2
|
||||
Location: 30,29
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor248: e2
|
||||
Location: 29,27
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
waypoint27: waypoint
|
||||
Location: 32,32
|
||||
Owner: Neutral
|
||||
waypoint26: waypoint
|
||||
Location: 5,5
|
||||
Owner: Neutral
|
||||
waypoint15: waypoint
|
||||
Location: 57,52
|
||||
Owner: Neutral
|
||||
waypoint14: waypoint
|
||||
Location: 6,16
|
||||
Owner: Neutral
|
||||
waypoint13: waypoint
|
||||
Location: 28,28
|
||||
Owner: Neutral
|
||||
waypoint12: waypoint
|
||||
Location: 34,35
|
||||
Owner: Neutral
|
||||
waypoint11: waypoint
|
||||
Location: 8,43
|
||||
Owner: Neutral
|
||||
waypoint10: waypoint
|
||||
Location: 15,56
|
||||
Owner: Neutral
|
||||
waypoint9: waypoint
|
||||
Location: 26,54
|
||||
Owner: Neutral
|
||||
waypoint8: waypoint
|
||||
Location: 16,21
|
||||
Owner: Neutral
|
||||
waypoint7: waypoint
|
||||
Location: 6,22
|
||||
Owner: Neutral
|
||||
waypoint6: waypoint
|
||||
Location: 6,30
|
||||
Owner: Neutral
|
||||
waypoint5: waypoint
|
||||
Location: 11,30
|
||||
Owner: Neutral
|
||||
waypoint4: waypoint
|
||||
Location: 20,35
|
||||
Owner: Neutral
|
||||
waypoint3: waypoint
|
||||
Location: 29,48
|
||||
Owner: Neutral
|
||||
waypoint2: waypoint
|
||||
Location: 36,48
|
||||
Owner: Neutral
|
||||
waypoint1: waypoint
|
||||
Location: 36,45
|
||||
Owner: Neutral
|
||||
waypoint0: waypoint
|
||||
Location: 46,43
|
||||
Owner: Neutral
|
||||
GDIBuilding1: gtwr
|
||||
Location: 40,42
|
||||
Owner: GDI
|
||||
GDIBuilding2: gtwr
|
||||
Location: 49,50
|
||||
Owner: GDI
|
||||
GDIBuilding3: gtwr
|
||||
Location: 54,48
|
||||
Owner: GDI
|
||||
GDIBuilding4: nuke
|
||||
Location: 57,29
|
||||
Owner: GDI
|
||||
GDIBuilding5: gtwr
|
||||
Location: 40,46
|
||||
Owner: GDI
|
||||
GDIBuilding6: silo
|
||||
Location: 44,45
|
||||
Owner: GDI
|
||||
GDIBuilding7: silo
|
||||
Location: 46,45
|
||||
Owner: GDI
|
||||
GDIBuilding8: silo
|
||||
Location: 46,47
|
||||
Owner: GDI
|
||||
GDIBuilding9: silo
|
||||
Location: 44,47
|
||||
Owner: GDI
|
||||
GDICYard: fact
|
||||
Location: 55,43
|
||||
Owner: GDI
|
||||
GDIHarvester: harv
|
||||
Location: 46,38
|
||||
Owner: GDI
|
||||
GDIHQ: hq
|
||||
Location: 42,36
|
||||
Owner: GDI
|
||||
GDINuke1: nuke
|
||||
Location: 52,36
|
||||
Owner: GDI
|
||||
GDINuke2: nuke
|
||||
Location: 54,36
|
||||
Owner: GDI
|
||||
GDINuke3: nuke
|
||||
Location: 56,36
|
||||
Owner: GDI
|
||||
GDIProc: proc
|
||||
Location: 49,36
|
||||
Owner: GDI
|
||||
FreeActor: False
|
||||
GDIPyle: pyle
|
||||
Location: 52,39
|
||||
Owner: GDI
|
||||
GDIWeap: weap
|
||||
Location: 55,38
|
||||
Owner: GDI
|
||||
ReinforcementsBikesRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 8,11
|
||||
ReinforcementsBuggyRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,11
|
||||
ReinforcementsGDISpawn: waypoint
|
||||
Owner: Neutral
|
||||
Location: 39,5
|
||||
ReinforcementsGunnersRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 8,9
|
||||
ReinforcementsMCVRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 10,10
|
||||
ReinforcementsRocketsRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,9
|
||||
ReinforcementsTanksRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 10,8
|
||||
ReinforcementsSpawnCenter: waypoint
|
||||
Owner: Neutral
|
||||
Location: 10,5
|
||||
ReinforcementsSpawnLeft: waypoint
|
||||
Owner: Neutral
|
||||
Location: 8,5
|
||||
ReinforcementsSpawnRight: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,5
|
||||
|
||||
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
|
||||
193
mods/cnc/maps/nod07b/nod07b-AI.lua
Normal file
193
mods/cnc/maps/nod07b/nod07b-AI.lua
Normal file
@@ -0,0 +1,193 @@
|
||||
AttackPaths = { { AttackPath1 }, { AttackPath2 } }
|
||||
GDIBase = { GDICYard, GDIPyle, GDIWeap, GDIHQ, GDIProc, GDINuke1, GDINuke2, GDINuke3, GDIBuilding1, GDIBuilding2, GDIBuilding3, GDIBuilding4, GDIBuilding5, GDIBuilding6, GDIBuilding7, GDIBuilding8, GDIBuilding9 }
|
||||
InfantryAttackGroup = { }
|
||||
InfantryGroupSize = 4
|
||||
InfantryProductionCooldown = DateTime.Minutes(3)
|
||||
InfantryProductionTypes = { "e1", "e1", "e2" }
|
||||
HarvesterProductionType = { "harv" }
|
||||
VehicleAttackGroup = { }
|
||||
VehicleGroupSize = 4
|
||||
VehicleProductionCooldown = DateTime.Minutes(4)
|
||||
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
|
||||
StartingCash = 4000
|
||||
|
||||
BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500, exists = true }
|
||||
BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500, exists = true }
|
||||
BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500, exists = true }
|
||||
BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500, exists = true }
|
||||
InfantryProduction = { type = "pyle", pos = CPos.New(52, 39), cost = 500, exists = true }
|
||||
VehicleProduction = { type = "weap", pos = CPos.New(55, 38), cost = 2000, exists = true }
|
||||
|
||||
BaseBuildings = { BaseProc, BaseNuke1, BaseNuke2, BaseNuke3, InfantryProduction, VehicleProduction }
|
||||
|
||||
BuildBase = function(cyard)
|
||||
Utils.Do(BaseBuildings, function(building)
|
||||
if not building.exists and not cyardIsBuilding then
|
||||
BuildBuilding(building, cyard)
|
||||
return
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
|
||||
end
|
||||
|
||||
BuildBuilding = function(building, cyard)
|
||||
cyardIsBuilding = true
|
||||
|
||||
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
|
||||
cyardIsBuilding = false
|
||||
|
||||
if cyard.IsDead or cyard.Owner ~= enemy then
|
||||
return
|
||||
end
|
||||
|
||||
local actor = Actor.Create(building.type, true, { Owner = enemy, Location = building.pos })
|
||||
enemy.Cash = enemy.Cash - building.cost
|
||||
|
||||
building.exists = true
|
||||
|
||||
if actor.Type == 'pyle' or actor.Type == 'hand' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(actor) end)
|
||||
elseif actor.Type == 'weap' or actor.Type == 'afld' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(actor) end)
|
||||
end
|
||||
|
||||
Trigger.OnKilled(actor, function() building.exists = false end)
|
||||
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
|
||||
end)
|
||||
end
|
||||
|
||||
CheckForHarvester = function()
|
||||
local harv = enemy.GetActorsByType("harv")
|
||||
return #harv > 0
|
||||
end
|
||||
|
||||
IdleHunt = function(unit)
|
||||
if not unit.IsDead then
|
||||
Trigger.OnIdle(unit, unit.Hunt)
|
||||
end
|
||||
end
|
||||
|
||||
IdlingUnits = function(enemy)
|
||||
local lazyUnits = enemy.GetGroundAttackers()
|
||||
|
||||
Utils.Do(lazyUnits, function(unit)
|
||||
IdleHunt(unit)
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceHarvester = function(building)
|
||||
if not buildingHarvester then
|
||||
buildingHarvester = true
|
||||
building.Build(HarvesterProductionType, function()
|
||||
buildingHarvester = false
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
ProduceInfantry = function(building)
|
||||
if building.IsDead then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
|
||||
local toBuild = { Utils.Random(InfantryProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
InfantryAttackGroup[#InfantryAttackGroup + 1] = unit[1]
|
||||
|
||||
if #InfantryAttackGroup >= InfantryGroupSize then
|
||||
SendUnits(InfantryAttackGroup, Path)
|
||||
InfantryAttackGroup = { }
|
||||
Trigger.AfterDelay(InfantryProductionCooldown, function() ProduceInfantry(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceInfantry(building) end)
|
||||
end
|
||||
end)
|
||||
|
||||
end
|
||||
|
||||
ProduceVehicle = function(building)
|
||||
if building.IsDead then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
ProduceHarvester(building)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(building) end)
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
|
||||
local toBuild = { Utils.Random(VehicleProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]
|
||||
|
||||
if #VehicleAttackGroup >= VehicleGroupSize then
|
||||
SendUnits(VehicleAttackGroup, Path)
|
||||
VehicleAttackGroup = { }
|
||||
Trigger.AfterDelay(VehicleProductionCooldown, function() ProduceVehicle(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceVehicle(building) end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SendUnits = function(units, waypoints)
|
||||
Utils.Do(units, function(unit)
|
||||
if not unit.IsDead then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
IdleHunt(unit)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
StartAI = function(cyard)
|
||||
Utils.Do(Map.NamedActors, function(actor)
|
||||
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
enemy.Cash = StartingCash
|
||||
BuildBase(cyard)
|
||||
end
|
||||
|
||||
Trigger.OnAllKilledOrCaptured(GDIBase, function()
|
||||
IdlingUnits(enemy)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIProc, function(building)
|
||||
BaseProc.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke1, function(building)
|
||||
BaseNuke1.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke2, function(building)
|
||||
BaseNuke2.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke3, function(building)
|
||||
BaseNuke3.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIPyle, function(building)
|
||||
InfantryProduction.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIWeap, function(building)
|
||||
VehicleProduction.exists = false
|
||||
end)
|
||||
265
mods/cnc/maps/nod07b/nod07b.lua
Normal file
265
mods/cnc/maps/nod07b/nod07b.lua
Normal file
@@ -0,0 +1,265 @@
|
||||
WaypointGroup1 = { waypoint0, waypoint15 }
|
||||
WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 }
|
||||
WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 }
|
||||
WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 }
|
||||
|
||||
GDI1 = { units = { ['e2'] = 2, ['e6'] = 1 }, waypoints = WaypointGroup4, delay = 40 }
|
||||
GDI2 = { units = { ['e1'] = 1, ['e2'] = 1}, waypoints = WaypointGroup3, delay = 40 }
|
||||
GDI3 = { units = { ['e2'] = 1, ['e3'] = 1, ['jeep'] = 1 }, waypoints = WaypointGroup2, delay = 40 }
|
||||
GDI4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
|
||||
GDI5 = { units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 40 }
|
||||
GDI6 = { units = { ['e2'] = 2, ['e2'] = 3 }, waypoints = WaypointGroup1, delay = 40 }
|
||||
Auto1 = { units = { ['e1'] = 3, ['e2'] = 2 }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto2 = { units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 40 }
|
||||
Auto3 = { units = { ['e1'] = 1, ['e3'] = 2 }, waypoints = WaypointGroup2, delay = 40 }
|
||||
Auto4 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto5 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup2, delay = 50 }
|
||||
Auto6 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto7 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup2, delay = 50 }
|
||||
Auto8 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 30 }
|
||||
|
||||
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10)
|
||||
|
||||
AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
|
||||
WhitelistedStructures = { 'afld', 'hand', 'hq', 'nuke', 'silo', 'proc', 'sam' }
|
||||
|
||||
NodUnitsTanks = { 'ltnk', 'ltnk', 'ltnk' }
|
||||
NodUnitsBikes = { 'bike', 'bike', 'bike' }
|
||||
NodUnitsBuggys = { 'bggy', 'bggy', 'bggy' }
|
||||
NodUnitsRockets = { 'e3', 'e3', 'e3' }
|
||||
NodUnitsGunners = { 'e1', 'e1', 'e1' }
|
||||
|
||||
Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) }
|
||||
Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) }
|
||||
Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) }
|
||||
Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) }
|
||||
|
||||
CaptureStructures = function(actor)
|
||||
for i = 1, #WhitelistedStructures do
|
||||
structures = player.GetActorsByType(WhitelistedStructures[i])
|
||||
if #structures > 0 then
|
||||
if not actor.IsDead and not structures[1].IsDead then
|
||||
actor.Capture(structures[1])
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
CheckForSams = function()
|
||||
local sams = player.GetActorsByType("sam")
|
||||
return #sams >= 3
|
||||
end
|
||||
|
||||
searches = 0
|
||||
getAirstrikeTarget = function()
|
||||
local list = player.GetGroundAttackers()
|
||||
|
||||
if #list == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
local target = list[DateTime.GameTime % #list + 1].CenterPosition
|
||||
|
||||
local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)
|
||||
return actor.Type == "sam" end)
|
||||
|
||||
if #sams == 0 then
|
||||
searches = 0
|
||||
return target
|
||||
elseif searches < 6 then
|
||||
searches = searches + 1
|
||||
return getAirstrikeTarget()
|
||||
else
|
||||
searches = 0
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
GetCargo = function(team)
|
||||
cargo = { }
|
||||
for type, count in pairs(team.units) do
|
||||
for i = 1, count, 1 do
|
||||
cargo[#cargo + 1] = type
|
||||
end
|
||||
end
|
||||
return cargo
|
||||
end
|
||||
|
||||
InsertNodUnits = function()
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.Reinforce(player, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1)
|
||||
Reinforcements.Reinforce(player, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50)
|
||||
Reinforcements.Reinforce(player, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50)
|
||||
Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50)
|
||||
Trigger.AfterDelay(DateTime.Seconds(6), function()
|
||||
Reinforcements.Reinforce(player, { 'mcv' }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location })
|
||||
Reinforcements.Reinforce(player, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50)
|
||||
end)
|
||||
end
|
||||
|
||||
SendAttackWave = function(team)
|
||||
for type, amount in pairs(team.units) do
|
||||
count = 0
|
||||
actors = enemy.GetActorsByType(type)
|
||||
Utils.Do(actors, function(actor)
|
||||
if actor.IsIdle and count < amount then
|
||||
SetAttackWaypoints(actor, team.waypoints)
|
||||
if actor.Type == "e6" then
|
||||
CaptureStructures(actor)
|
||||
else
|
||||
IdleHunt(actor)
|
||||
end
|
||||
count = count + 1
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
SetAttackWaypoints = function(actor, waypoints)
|
||||
if not actor.IsDead then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
actor.AttackMove(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
SendGDIAirstrike = function(hq, delay)
|
||||
if not hq.IsDead and hq.Owner == enemy then
|
||||
local target = getAirstrikeTarget()
|
||||
|
||||
if target then
|
||||
hq.SendAirstrike(target, false, Facing.NorthEast + 4)
|
||||
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SendWaves = function(counter, Waves)
|
||||
if counter <= #Waves then
|
||||
team = Waves[counter]
|
||||
SendAttackWave(team)
|
||||
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
|
||||
end
|
||||
end
|
||||
|
||||
SendReinforcementsWave = function(team)
|
||||
Reinforcements.ReinforceWithTransport(enemy, "apc", GetCargo(team), { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers)
|
||||
SetReinforcementsWaypoints(transport, team.waypoints)
|
||||
transport.UnloadPassengers()
|
||||
Trigger.OnPassengerExited(transport, function(_, passenger)
|
||||
Utils.Do(passengers, function(actor)
|
||||
if actor.Type == "e6" then
|
||||
CaptureStructures(actor)
|
||||
else
|
||||
IdleHunt(actor)
|
||||
end
|
||||
end)
|
||||
if not transport.HasPassengers then
|
||||
IdleHunt(transport)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
SetReinforcementsWaypoints = function(actor, waypoints)
|
||||
if not actor.IsDead then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
actor.Move(waypoint.Location)
|
||||
end)
|
||||
IdleHunt(actor)
|
||||
end
|
||||
end
|
||||
|
||||
StartWaves = function()
|
||||
SendWaves(1, AutoAttackWaves)
|
||||
end
|
||||
|
||||
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk1, function(a, id)
|
||||
if not atk1Trigger and a.Owner == player then
|
||||
atk1Trigger = true
|
||||
SendAttackWave(GDI5)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk2, function(a, id)
|
||||
if not atk2Trigger and a.Owner == player then
|
||||
atk2Trigger = true
|
||||
SendAttackWave(GDI4)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk3, function(a, id)
|
||||
if not atk3Trigger and a.Owner == player then
|
||||
atk3Trigger = true
|
||||
SendAttackWave(GDI6)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk4, function(a, id)
|
||||
if not atk4Trigger and a.Owner == player then
|
||||
atk4Trigger = true
|
||||
SendReinforcementsWave(GDI1)
|
||||
end
|
||||
end)
|
||||
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("Nod")
|
||||
enemy = Player.GetPlayer("GDI")
|
||||
Camera.Position = waypoint26.CenterPosition
|
||||
|
||||
InsertNodUnits()
|
||||
StartAI(GDICYard)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end)
|
||||
|
||||
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
|
||||
|
||||
Trigger.OnPlayerDiscovered(player, StartWaves)
|
||||
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveFailed(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
NodObjective1 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
|
||||
NodObjective2 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.")
|
||||
GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
|
||||
enemy.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
|
||||
player.MarkCompletedObjective(NodObjective1)
|
||||
end
|
||||
|
||||
if not player.IsObjectiveCompleted(NodObjective2) and CheckForSams() then
|
||||
player.MarkCompletedObjective(NodObjective2)
|
||||
end
|
||||
end
|
||||
127
mods/cnc/maps/nod07b/rules.yaml
Normal file
127
mods/cnc/maps/nod07b/rules.yaml
Normal file
@@ -0,0 +1,127 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: nod07b.lua, nod07b-AI.lua
|
||||
MusicPlaylist:
|
||||
StartingMusic: linefire
|
||||
VictoryMusic: nod_win1
|
||||
MissionData:
|
||||
Briefing: The Brotherhood has located a huge field of Tiberium in the area.\n\nThe nearby village has laid claim to the field.\n\nEliminate the villagers, as to prevent any infection of our own workers.\n\nGDI forces are reported to be minimal, so elimination of them is of secondary importance.
|
||||
BriefingVideo: nod7a.vqa
|
||||
StartVideo: tankgo.vqa
|
||||
LossVideo: visor.vqa
|
||||
SmudgeLayer@CRATER:
|
||||
InitialSmudges:
|
||||
cr1 9,12 0
|
||||
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 4000
|
||||
|
||||
^Bridge:
|
||||
DamageMultiplier@INVULNERABLE:
|
||||
Modifier: 0
|
||||
|
||||
CYCL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
NUK2:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
BRIK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
EYE:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
GUN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
OBLI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TMPL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E2:
|
||||
Buildable:
|
||||
Prerequisites: ~pyle
|
||||
|
||||
E5:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HARV:
|
||||
Harvester:
|
||||
SearchFromOrderRadius: 45
|
||||
|
||||
MTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~weap
|
||||
|
||||
HTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
RMBO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MLRS:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ATWR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HELI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
STNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ARTY:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FIX:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SBAG:
|
||||
Buildable:
|
||||
Queue: Defence.GDI, Defence.Nod
|
||||
|
||||
GTWR:
|
||||
Buildable:
|
||||
Queue: Defence.GDI
|
||||
|
||||
HQ:
|
||||
AirstrikePower:
|
||||
Prerequisites: gdi
|
||||
SquadSize: 1
|
||||
@@ -22,6 +22,7 @@ Nod Campaign:
|
||||
./mods/cnc/maps/nod06b
|
||||
./mods/cnc/maps/nod06c
|
||||
./mods/cnc/maps/nod07a
|
||||
./mods/cnc/maps/nod07b
|
||||
|
||||
Funpark Campaign:
|
||||
./mods/cnc/maps/funpark01
|
||||
|
||||
Reference in New Issue
Block a user