Added soviet02a
Thanks to the basic work from @Computerfreaked
This commit is contained in:
137
mods/ra/maps/soviet-02a/soviet02a.lua
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137
mods/ra/maps/soviet-02a/soviet02a.lua
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CameraTriggerArea = { CPos.New(42, 45), CPos.New(43, 45), CPos.New(44, 45), CPos.New(45, 45), CPos.New(46, 45), CPos.New(47, 45), CPos.New(48, 45), CPos.New(48, 56), CPos.New(48, 57), CPos.New(48, 58), CPos.New(48, 59), CPos.New(40, 63), CPos.New(41, 63), CPos.New(42, 63), CPos.New(43, 63), CPos.New(44, 63), CPos.New(45, 63), CPos.New(46, 63), CPos.New(47, 63) }
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PassingBridgeLocation = { CPos.New(59, 56), CPos.New(60, 56) }
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CmdAtk = { Attacker1, Attacker2, Attacker3, Attacker4 }
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FleeingUnits = { Fleeing1, Fleeing2 }
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HuntingUnits = { Hunter1, Hunter2, Hunter3, Hunter4 }
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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germany = Player.GetPlayer("Germany")
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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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CommandCenterIntact = player.AddPrimaryObjective("Protect the Command Center.")
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DestroyAllAllied = player.AddPrimaryObjective("Destroy all Allied units and structures.")
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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Camera.Position = CameraWaypoint.CenterPosition
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Trigger.OnKilled(CommandCenter, function()
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player.MarkFailedObjective(CommandCenterIntact)
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end)
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Trigger.AfterDelay(0, function()
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local buildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == germany and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building, attacker)
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if building.Owner == germany and building.Health < building.MaxHealth * 0.8 then
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building.StartBuildingRepairs()
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if attacker.Type ~= "yak" and not AlreadyHunting then
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AlreadyHunting = true
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Utils.Do(germany.GetGroundAttackers(), function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end
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end
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end)
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end)
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-- Find the bridge actors
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bridgepart1 = Map.ActorsInBox(waypoint23.CenterPosition, waypoint49.CenterPosition, function(self) return self.Type == "br1" end)[1]
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bridgepart2 = Map.ActorsInBox(waypoint23.CenterPosition, waypoint49.CenterPosition, function(self) return self.Type == "br2" end)[1]
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end)
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-- Discover the area around the bridge exposing the two german soldiers
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-- When the two infantry near the bridge are discovered move them accross the bridge to waypoint4
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-- in the meanwhile one USSR soldier hunts them down
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Actor.Create("camera", true, { Owner = player, Location = waypoint23.Location })
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Utils.Do(FleeingUnits, function(unit)
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unit.Move(waypoint4.Location)
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end)
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Follower.AttackMove(waypoint4.Location)
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end)
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-- To make it look more smooth we will blow up the bridge when the barrel closest to it blows up
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Trigger.OnAnyKilled({ BridgeBarrel1, BridgeBarrel2 }, function()
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-- Destroy the bridge
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if not bridgepart1.IsDead then
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bridgepart1.Kill()
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end
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if not bridgepart2.IsDead then
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bridgepart2.Kill()
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end
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end)
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-- If player passes over the bridge, blow up the barrel and destroy the bridge
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Trigger.OnEnteredFootprint(PassingBridgeLocation, function(unit, id)
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if unit.Owner == player then
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Trigger.RemoveFootprintTrigger(id)
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-- Also don't if the bridge is already dead
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if bridgepart1.IsDead and bridgepart2.IsDead then
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return
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end
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-- Don't "shoot" at the barrels if there is noone to shoot
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if not FleeingUnits[1].IsDead then
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FleeingUnits[1].Attack(Barrel)
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elseif not FleeingUnits[2].IsDead then
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FleeingUnits[2].Attack(Barrel)
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end
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end
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end)
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-- Four infantry from the small island move towards the USSR command center and attack it after 24 Seconds
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Trigger.AfterDelay(DateTime.Seconds(24), function()
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Utils.Do(CmdAtk, function(unit)
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unit.AttackMove(AttackWaypoint1.Location)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end)
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-- Start hunting
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Hunter4.AttackMove(AttackWaypoint2.Location) -- Move the unit in the correct direction first
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Utils.Do(HuntingUnits, function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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-- When destroying the allied radar dome or the refinery drop 2 badgers with 5 grenadiers each
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Trigger.OnAnyKilled({ AlliedDome, AlliedProc }, function()
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local powerproxy = Actor.Create("powerproxy.paratroopers", true, { Owner = player })
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powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, Facing.South)
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powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, Facing.SouthEast)
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powerproxy.Destroy()
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end)
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end
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Tick = function()
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if germany.HasNoRequiredUnits() then
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player.MarkCompletedObjective(CommandCenterIntact)
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player.MarkCompletedObjective(DestroyAllAllied)
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end
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if player.HasNoRequiredUnits() then
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player.MarkFailedObjective(DestroyAllAllied)
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end
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if germany.Resources > germany.ResourceCapacity / 2 then
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germany.Resources = germany.ResourceCapacity / 2
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end
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end
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