Remove GDI03.

This commit is contained in:
Paul Chote
2014-10-19 12:29:08 +13:00
parent c7a9be9d05
commit 7c46f42ff2
5 changed files with 0 additions and 1103 deletions

View File

@@ -47,7 +47,6 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
ProjectSection(SolutionItems) = preProject ProjectSection(SolutionItems) = preProject
mods\cnc\maps\gdi01\gdi01.lua = mods\cnc\maps\gdi01\gdi01.lua mods\cnc\maps\gdi01\gdi01.lua = mods\cnc\maps\gdi01\gdi01.lua
mods\cnc\maps\gdi02\gdi02.lua = mods\cnc\maps\gdi02\gdi02.lua mods\cnc\maps\gdi02\gdi02.lua = mods\cnc\maps\gdi02\gdi02.lua
mods\cnc\maps\gdi03\gdi03.lua = mods\cnc\maps\gdi03\gdi03.lua
mods\cnc\maps\gdi04a\gdi04a.lua = mods\cnc\maps\gdi04a\gdi04a.lua mods\cnc\maps\gdi04a\gdi04a.lua = mods\cnc\maps\gdi04a\gdi04a.lua
mods\cnc\maps\gdi04b\gdi04b.lua = mods\cnc\maps\gdi04b\gdi04b.lua mods\cnc\maps\gdi04b\gdi04b.lua = mods\cnc\maps\gdi04b\gdi04b.lua
mods\cnc\maps\gdi04c\gdi04c.lua = mods\cnc\maps\gdi04c\gdi04c.lua mods\cnc\maps\gdi04c\gdi04c.lua = mods\cnc\maps\gdi04c\gdi04c.lua

View File

@@ -1,41 +0,0 @@
MissionAccomplished = function()
Mission.MissionOver({ player }, nil, true)
Media.PlayMovieFullscreen("bombaway.vqa")
end
MissionFailed = function()
Mission.MissionOver(nil, { player }, true)
Media.PlayMovieFullscreen("gameover.vqa")
end
AttackPlayer = function()
if not Actor.IsDead(NodBarracks) then
Production.BuildWithPerFactoryQueue(NodBarracks, "e1", 5)
attackSquad = Team.New(Map.FindUnitsInCircle(enemy, NodBarracks, 3))
Team.Do(attackSquad, function(unit)
Actor.AttackMove(unit, waypoint9.location)
Actor.Hunt(unit)
end)
Team.AddEventHandler(attackSquad.OnAllKilled, OpenRA.RunAfterDelay(Utils.Seconds(15), AttackPlayer))
end
end
WorldLoaded = function()
player = OpenRA.GetPlayer("GDI")
enemy = OpenRA.GetPlayer("Nod")
Media.PlayMovieFullscreen("samdie.vqa")
samSites = Team.New({ Sam1, Sam2, Sam3, Sam4 })
Team.AddEventHandler(samSites.OnAllKilled, function() Actor.Create("PowerProxy.AirSupport", { Owner = player }) end)
OpenRA.RunAfterDelay(Utils.Seconds(15), AttackPlayer)
end
Tick = function()
if Mission.RequiredUnitsAreDestroyed(player) then
MissionFailed()
end
if Mission.RequiredUnitsAreDestroyed(enemy) then
MissionAccomplished()
end
end

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