Merge pull request #7986 from abcdefg30/mtm

Updated Monster Tank Madness
This commit is contained in:
Matthias Mailänder
2015-05-01 14:30:23 +02:00
4 changed files with 7 additions and 7 deletions

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@@ -4,7 +4,7 @@ RequiresMod: ra
Title: Allies 03a: Dead End
Description: LANDCOM 16 HQS.\nTOP SECRET.\nTO: FIELD COMMANDER A9\n\nINTELLIGENCE RECON SHOWS HEAVY\nSOVIET MOVEMENT IN YOUR AREA.\nNEARBY BRIDGES ARE KEY TO SOVIET\nADVANCEMENT. DESTROY ALL BRIDGES\nASAP. TANYA WILL ASSIST. KEEP HER\nALIVE AT ALL COSTS.\n\nCONFIRMATION CODE 1612.\n\nTRANSMISSION ENDS.
Description: LANDCOM 16 HQS.\nTOP SECRET.\nTO: FIELD COMMANDER A9\n\nINTELLIGENCE RECON SHOWS HEAVY\nSOVIET MOVEMENT IN YOUR AREA.\nNEARBY BRIDGES ARE KEY TO SOVIET\nADVANCEMENT. DESTROY ALL BRIDGES\nASAP. TANYA WILL ASSIST. KEEP HER\nALIVE AT ALL COSTS.\n\nCONFIRMATION CODE 1612.\n\nTRANSMISSION ENDS.\n
Author: Westwood Studios

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@@ -4,7 +4,7 @@ RequiresMod: ra
Title: Allies 03b: Dead End
Description: LANDCOM 16 HQS.\nTOP SECRET.\nTO: FIELD COMMANDER A9\n\nINTELLIGENCE RECON SHOWS HEAVY\nSOVIET MOVEMENT IN YOUR AREA.\nNEARBY BRIDGES ARE KEY TO SOVIET\nADVANCEMENT. DESTROY ALL BRIDGES\nASAP. TANYA WILL ASSIST. KEEP HER\nALIVE AT ALL COSTS.\n\nCONFIRMATION CODE 1612.\n\nTRANSMISSION ENDS.
Description: LANDCOM 16 HQS.\nTOP SECRET.\nTO: FIELD COMMANDER A9\n\nINTELLIGENCE RECON SHOWS HEAVY\nSOVIET MOVEMENT IN YOUR AREA.\nNEARBY BRIDGES ARE KEY TO SOVIET\nADVANCEMENT. DESTROY ALL BRIDGES\nASAP. TANYA WILL ASSIST. KEEP HER\nALIVE AT ALL COSTS.\n\nCONFIRMATION CODE 1612.\n\nTRANSMISSION ENDS.\n
Author: Westwood Studios

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@@ -4,7 +4,7 @@ RequiresMod: ra
Title: Monster Tank Madness
Description: Dr. Demitri, creator of a Soviet Super Tank, wants to defect.\n\nWe planned to extract him while the Soviets were testing their new weapon, but something has gone wrong.\n\nThe Super Tanks are out of control, and Demitri is missing -- likely hiding in the village to the far south.\n\nFind our outpost and start repairs on it, then find and evacuate Demitri.\n\nAs for the tanks, we can reprogram them. Send a spy into the Soviet radar dome in the NE, turning the tanks on their creators.
Description: Dr. Demitri, creator of a Soviet Super Tank, wants to defect.\n\nWe planned to extract him while the Soviets were testing their new weapon, but something has gone wrong.\n\nThe Super Tanks are out of control, and Demitri is missing -- likely hiding in the village to the far south.\n\nFind our outpost and start repairs on it, then find and evacuate Demitri.\n\nAs for the tanks, we can reprogram them. Send a spy into the Soviet radar dome in the NE, turning the tanks on their creators.\n
Author: Westwood Studios
@@ -2101,6 +2101,7 @@ Rules:
-ConquestVictoryConditions:
MissionObjectives:
EarlyGameOver: true
EnemyWatcher:
World:
-CrateSpawner:
-SpawnMPUnits:
@@ -2114,6 +2115,7 @@ Rules:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
AnnounceOnSeen:
^Infantry:
Tooltip:
GenericVisibility: Enemy

View File

@@ -18,7 +18,6 @@ ExtractionHeli = "tran"
ExtractionWaypoint = CPos.New(DemitriLZ.Location.X, 0)
ExtractionLZ = DemitriLZ.Location
BeachTrigger = { CPos.New(19, 44), CPos.New(20, 44), CPos.New(21, 44), CPos.New(22, 44), CPos.New(22, 45), CPos.New(23, 45), CPos.New(22, 44), CPos.New(24, 45), CPos.New(24, 46), CPos.New(24, 47), CPos.New(25, 47), CPos.New(25, 48) }
SetupAlliedBaseTrigger = { CPos.New(19, 33), CPos.New(20, 33), CPos.New(21, 33), CPos.New(22, 33), CPos.New(23, 33), CPos.New(24, 33), CPos.New(25, 33), CPos.New(26, 33), CPos.New(27, 33), CPos.New(28, 33) }
DemitriAreaTrigger = { CPos.New(32, 98), CPos.New(32, 99), CPos.New(33, 99), CPos.New(33, 100), CPos.New(33, 101), CPos.New(33, 102), CPos.New(32, 102), CPos.New(32, 103) }
HospitalAreaTrigger = { CPos.New(43, 41), CPos.New(44, 41), CPos.New(45, 41), CPos.New(46, 41), CPos.New(46, 42), CPos.New(46, 43), CPos.New(46, 44), CPos.New(46, 45), CPos.New(46, 46), CPos.New(45, 46), CPos.New(44, 46), CPos.New(43, 46) }
@@ -345,10 +344,9 @@ InitTriggers = function()
end
end)
Trigger.OnEnteredFootprint(SetupAlliedBaseTrigger, function(a, id)
if not outpostReached and a.Owner == player then
Trigger.OnPlayerDiscovered(outpost, function(_, discoverer)
if not outpostReached and discoverer == player then
outpostReached = true
Trigger.RemoveFootprintTrigger(id)
SetupAlliedBase()
end
end)