recreated GDI01 in Lua

This commit is contained in:
Matthias Mailänder
2013-12-28 18:40:27 +01:00
parent d87810a29c
commit 7d6d484afd
6 changed files with 83 additions and 233 deletions

View File

@@ -26,7 +26,7 @@ Options:
Shroud: True
AllyBuildRadius: False
FragileAlliances: False
StartingCash: 500
StartingCash: 5000
ConfigurableStartingUnits: False
Players:
@@ -454,9 +454,15 @@ Rules:
-SpawnMPUnits:
-MPStartLocations:
-CrateSpawner:
Gdi01Script:
PlayMusicOnMapLoad:
Music: aoi
Loop: false
LuaScriptInterface:
LuaScripts: mission.lua
Player:
-ConquestVictoryConditions:
^Infantry:
MustBeDestroyed:
PROC:
-Buildable:
SILO:
@@ -475,6 +481,7 @@ Rules:
-Buildable:
GUN:
-Buildable:
MustBeDestroyed:
GTWR:
-Buildable:
ATWR:
@@ -488,8 +495,12 @@ Rules:
RMBO:
-Buildable:
BOAT:
Mobile:
OnRails: false
Health:
HP: 1000
AutoTarget:
InitialStance: AttackAnything
RejectsOrders:
Except: Attack
Sequences:

View File

@@ -0,0 +1,61 @@
InfantryReinforcements = { "e1", "e1", "e1" }
VehicleReinforcements = { "jeep" }
NodPatrol = { "e1", "e1" }
MissionAccomplished = function()
Mission.MissionOver({ player }, nil, false)
Media.PlayMovieFullscreen("consyard.vqa")
end
MissionFailed = function()
Mission.MissionOver(nil, { player }, false)
Media.PlayMovieFullscreen("gameover.vqa")
end
SendNodPatrol = function()
local patrol = Reinforcements.Reinforce(enemy, NodPatrol, nod0.Location, nod1.Location, 0)
for i, soldier in ipairs(patrol) do
Actor.Move(soldier, nod2.Location)
Actor.Move(soldier, nod3.Location)
Actor.Hunt(soldier)
end
end
SetGunboatPath = function()
Actor.AttackMove(Gunboat, gunboatLeft.Location)
Actor.AttackMove(Gunboat, gunboatRight.Location)
end
ReinforceFromSea = function(passengers)
local hovercraft, troops = Reinforcements.Insert(player, "lst", passengers, { lstStart.Location, lstEnd.Location }, { lstStart.Location })
Media.PlaySpeechNotification("Reinforce")
end
WorldLoaded = function()
player = OpenRA.GetPlayer("GoodGuy")
enemy = OpenRA.GetPlayer("BadGuy")
Media.PlayMovieFullscreen("gdi1.vqa", function() Media.PlayMovieFullscreen("landing.vqa") end)
SendNodPatrol()
OpenRA.RunAfterDelay(25 * 5, function() ReinforceFromSea(InfantryReinforcements) end)
OpenRA.RunAfterDelay(25 * 15, function() ReinforceFromSea(InfantryReinforcements) end)
OpenRA.RunAfterDelay(25 * 30, function() ReinforceFromSea(VehicleReinforcements) end)
OpenRA.RunAfterDelay(25 * 60, function() ReinforceFromSea(VehicleReinforcements) end)
end
Tick = function()
if Actor.IsIdle(Gunboat) then
SetGunboatPath()
end
if not Mission.MissionIsOver then
if Mission.RequiredUnitsAreDestroyed(player) then
MissionFailed()
end
if Mission.RequiredUnitsAreDestroyed(enemy) then
MissionAccomplished()
end
end
end

View File

@@ -284,7 +284,7 @@
Water: 100
SelectionDecorations:
Selectable:
Voice: GenericVoice
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground, Water
HiddenUnderFog:

View File

@@ -1,4 +1,4 @@
GenericVoice:
GenericVoice:
Variants:
nod: .v01,.v03
gdi: .v01,.v03
@@ -8,27 +8,27 @@ GenericVoice:
Die: nuyell1,nuyell3,nuyell4,nuyell5
DisableVariants: Die
VehicleVoice:
VehicleVoice:
Variants:
nod: .v00,.v02
gdi: .v00,.v02
Voices:
Select: vehic1,yessir1,report1,await1,unit1
Move: ackno,affirm1,movout1
Move: ackno,affirm1,movout1
CivilianMaleVoice:
CivilianMaleVoice:
Voices:
Select: guyyeah1
Move: guyokay1
Die: nuyell1,nuyell3,nuyell4,nuyell5
CivilianFemaleVoice:
CivilianFemaleVoice:
Voices:
Select: girlyeah
Move: girlokay
Die: nuyell1,nuyell3,nuyell4,nuyell5
CommandoVoice:
CommandoVoice:
Voices:
Select: yeah1,yes1,yo1
Move: cmon1,onit1,gotit1