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 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 Author: Westwood Studios

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@@ -4,7 +4,7 @@ RequiresMod: ra
Title: Allies 03b: Dead End 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 Author: Westwood Studios

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@@ -4,7 +4,7 @@ RequiresMod: ra
Title: Monster Tank Madness 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 Author: Westwood Studios
@@ -2101,6 +2101,7 @@ Rules:
-ConquestVictoryConditions: -ConquestVictoryConditions:
MissionObjectives: MissionObjectives:
EarlyGameOver: true EarlyGameOver: true
EnemyWatcher:
World: World:
-CrateSpawner: -CrateSpawner:
-SpawnMPUnits: -SpawnMPUnits:
@@ -2114,6 +2115,7 @@ Rules:
Tooltip: Tooltip:
GenericVisibility: Enemy GenericVisibility: Enemy
ShowOwnerRow: false ShowOwnerRow: false
AnnounceOnSeen:
^Infantry: ^Infantry:
Tooltip: Tooltip:
GenericVisibility: Enemy GenericVisibility: Enemy

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@@ -18,7 +18,6 @@ ExtractionHeli = "tran"
ExtractionWaypoint = CPos.New(DemitriLZ.Location.X, 0) ExtractionWaypoint = CPos.New(DemitriLZ.Location.X, 0)
ExtractionLZ = DemitriLZ.Location 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) } 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) } 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) } 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
end) end)
Trigger.OnEnteredFootprint(SetupAlliedBaseTrigger, function(a, id) Trigger.OnPlayerDiscovered(outpost, function(_, discoverer)
if not outpostReached and a.Owner == player then if not outpostReached and discoverer == player then
outpostReached = true outpostReached = true
Trigger.RemoveFootprintTrigger(id)
SetupAlliedBase() SetupAlliedBase()
end end
end) end)