recreated GDI01 in Lua
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@@ -26,7 +26,7 @@ Options:
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Shroud: True
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AllyBuildRadius: False
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FragileAlliances: False
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StartingCash: 500
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StartingCash: 5000
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ConfigurableStartingUnits: False
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Players:
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@@ -454,9 +454,15 @@ Rules:
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-SpawnMPUnits:
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-MPStartLocations:
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-CrateSpawner:
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Gdi01Script:
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PlayMusicOnMapLoad:
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Music: aoi
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Loop: false
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LuaScriptInterface:
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LuaScripts: mission.lua
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Player:
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-ConquestVictoryConditions:
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^Infantry:
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MustBeDestroyed:
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PROC:
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-Buildable:
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SILO:
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@@ -475,6 +481,7 @@ Rules:
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-Buildable:
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GUN:
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-Buildable:
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MustBeDestroyed:
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GTWR:
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-Buildable:
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ATWR:
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@@ -488,8 +495,12 @@ Rules:
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RMBO:
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-Buildable:
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BOAT:
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Mobile:
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OnRails: false
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Health:
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HP: 1000
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AutoTarget:
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InitialStance: AttackAnything
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RejectsOrders:
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Except: Attack
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Sequences:
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61
mods/cnc/maps/gdi01/mission.lua
Normal file
61
mods/cnc/maps/gdi01/mission.lua
Normal file
@@ -0,0 +1,61 @@
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InfantryReinforcements = { "e1", "e1", "e1" }
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VehicleReinforcements = { "jeep" }
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NodPatrol = { "e1", "e1" }
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MissionAccomplished = function()
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Mission.MissionOver({ player }, nil, false)
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Media.PlayMovieFullscreen("consyard.vqa")
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end
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MissionFailed = function()
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Mission.MissionOver(nil, { player }, false)
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Media.PlayMovieFullscreen("gameover.vqa")
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end
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SendNodPatrol = function()
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local patrol = Reinforcements.Reinforce(enemy, NodPatrol, nod0.Location, nod1.Location, 0)
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for i, soldier in ipairs(patrol) do
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Actor.Move(soldier, nod2.Location)
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Actor.Move(soldier, nod3.Location)
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Actor.Hunt(soldier)
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end
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end
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SetGunboatPath = function()
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Actor.AttackMove(Gunboat, gunboatLeft.Location)
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Actor.AttackMove(Gunboat, gunboatRight.Location)
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end
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ReinforceFromSea = function(passengers)
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local hovercraft, troops = Reinforcements.Insert(player, "lst", passengers, { lstStart.Location, lstEnd.Location }, { lstStart.Location })
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Media.PlaySpeechNotification("Reinforce")
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end
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WorldLoaded = function()
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player = OpenRA.GetPlayer("GoodGuy")
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enemy = OpenRA.GetPlayer("BadGuy")
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Media.PlayMovieFullscreen("gdi1.vqa", function() Media.PlayMovieFullscreen("landing.vqa") end)
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SendNodPatrol()
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OpenRA.RunAfterDelay(25 * 5, function() ReinforceFromSea(InfantryReinforcements) end)
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OpenRA.RunAfterDelay(25 * 15, function() ReinforceFromSea(InfantryReinforcements) end)
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OpenRA.RunAfterDelay(25 * 30, function() ReinforceFromSea(VehicleReinforcements) end)
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OpenRA.RunAfterDelay(25 * 60, function() ReinforceFromSea(VehicleReinforcements) end)
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end
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Tick = function()
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if Actor.IsIdle(Gunboat) then
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SetGunboatPath()
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end
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if not Mission.MissionIsOver then
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if Mission.RequiredUnitsAreDestroyed(player) then
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MissionFailed()
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end
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if Mission.RequiredUnitsAreDestroyed(enemy) then
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MissionAccomplished()
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end
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end
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end
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@@ -284,7 +284,7 @@
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Water: 100
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SelectionDecorations:
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Selectable:
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Voice: GenericVoice
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Voice: VehicleVoice
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TargetableUnit:
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TargetTypes: Ground, Water
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HiddenUnderFog:
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@@ -1,4 +1,4 @@
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GenericVoice:
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GenericVoice:
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Variants:
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nod: .v01,.v03
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gdi: .v01,.v03
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@@ -8,27 +8,27 @@ GenericVoice:
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Die: nuyell1,nuyell3,nuyell4,nuyell5
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DisableVariants: Die
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VehicleVoice:
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VehicleVoice:
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Variants:
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nod: .v00,.v02
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gdi: .v00,.v02
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Voices:
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Select: vehic1,yessir1,report1,await1,unit1
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Move: ackno,affirm1,movout1
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Move: ackno,affirm1,movout1
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CivilianMaleVoice:
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CivilianMaleVoice:
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Voices:
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Select: guyyeah1
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Move: guyokay1
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Die: nuyell1,nuyell3,nuyell4,nuyell5
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CivilianFemaleVoice:
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CivilianFemaleVoice:
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Voices:
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Select: girlyeah
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Move: girlokay
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Die: nuyell1,nuyell3,nuyell4,nuyell5
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CommandoVoice:
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CommandoVoice:
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Voices:
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Select: yeah1,yes1,yo1
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Move: cmon1,onit1,gotit1
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