diff --git a/OpenRA.Mods.Cnc/Missions/Gdi01Script.cs b/OpenRA.Mods.Cnc/Missions/Gdi01Script.cs index 5a6272214f..d5b2b51611 100644 --- a/OpenRA.Mods.Cnc/Missions/Gdi01Script.cs +++ b/OpenRA.Mods.Cnc/Missions/Gdi01Script.cs @@ -20,7 +20,7 @@ using OpenRA.Widgets; namespace OpenRA.Mods.Cnc { - class Gdi01ScriptInfo : TraitInfo, Requires { } + class Gdi01ScriptInfo : TraitInfo { } class Gdi01Script: IWorldLoaded, ITick { @@ -52,8 +52,6 @@ namespace OpenRA.Mods.Cnc { Sound.StopMusic(); Game.Disconnect(); - Ui.ResetAll(); - Game.LoadShellMap(); }; Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV)); } @@ -68,8 +66,6 @@ namespace OpenRA.Mods.Cnc { Sound.StopMusic(); Game.Disconnect(); - Ui.ResetAll(); - Game.LoadShellMap(); }; Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV)); } @@ -93,14 +89,14 @@ namespace OpenRA.Mods.Cnc { var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary { - new OwnerInit( Players["BadGuy"] ), - new FacingInit( 0 ), - new LocationInit ( Actors["nod0"].Location ), + new OwnerInit(Players["BadGuy"]), + new FacingInit(0), + new LocationInit(Actors["nod0"].Location), }); var mobile = a.Trait(); - a.QueueActivity( mobile.MoveTo( Actors["nod1"].Location, 2 ) ); - a.QueueActivity( mobile.MoveTo( Actors["nod2"].Location, 2 ) ); - a.QueueActivity( mobile.MoveTo( Actors["nod3"].Location, 2 ) ); + a.QueueActivity(mobile.MoveTo(Actors["nod1"].Location, 2 )); + a.QueueActivity(mobile.MoveTo(Actors["nod2"].Location, 2 )); + a.QueueActivity(mobile.MoveTo(Actors["nod3"].Location, 2 )); // Todo: Queue hunt order } }); @@ -172,8 +168,8 @@ namespace OpenRA.Mods.Cnc { var self = Actors[ "Gunboat" ]; var mobile = self.Trait(); - self.QueueActivity(mobile.ScriptedMove( Actors["gunboatLeft"].Location )); - self.QueueActivity(mobile.ScriptedMove( Actors["gunboatRight"].Location )); + self.QueueActivity(mobile.ScriptedMove(Actors["gunboatLeft"].Location)); + self.QueueActivity(mobile.ScriptedMove(Actors["gunboatRight"].Location)); self.QueueActivity(new CallFunc(() => SetGunboatPath())); } diff --git a/mods/cnc/maps/gdi01/map.bin b/mods/cnc-classic/maps/gdi01/map.bin similarity index 100% rename from mods/cnc/maps/gdi01/map.bin rename to mods/cnc-classic/maps/gdi01/map.bin diff --git a/mods/cnc/maps/gdi01/map.yaml b/mods/cnc-classic/maps/gdi01/map.yaml similarity index 98% rename from mods/cnc/maps/gdi01/map.yaml rename to mods/cnc-classic/maps/gdi01/map.yaml index 080c4005be..43413f51fb 100644 --- a/mods/cnc/maps/gdi01/map.yaml +++ b/mods/cnc-classic/maps/gdi01/map.yaml @@ -1,12 +1,12 @@ -Selectable: False +Selectable: True MapFormat: 5 -RequiresMod: cnc +RequiresMod: cnc-classic Title: Storm the Beachhead -Description: Remake of the first GDI Mission +Description: Conversion of the first GDI Mission Author: Westwood Studios @@ -18,7 +18,7 @@ Bounds: 35,39,27,23 UseAsShellmap: False -Type: Conquest +Type: Campaign Players: PlayerReference@BadGuy: @@ -450,6 +450,8 @@ Rules: Gdi01Script: Player: -ConquestVictoryConditions: + PROC: + -Buildable: SILO: -Buildable: WEAP: @@ -460,13 +462,11 @@ Rules: -Buildable: FIX: -Buildable: - HPAD: + HPADGDI: -Buildable: EYE: -Buildable: - SBAG: - -Buildable: - BRIK: + GUN: -Buildable: GTWR: -Buildable: diff --git a/mods/cnc-classic/mod.yaml b/mods/cnc-classic/mod.yaml index fdddba22ce..609ea02bbb 100644 --- a/mods/cnc-classic/mod.yaml +++ b/mods/cnc-classic/mod.yaml @@ -51,7 +51,7 @@ Sequences: mods/cnc/sequences/misc.yaml # Low priority sequences that break the batch when used mods/cnc/sequences/civilian.yaml - mods/cnc/sequences/campaign.yaml + mods/cnc-classic/sequences/campaign.yaml Cursors: mods/cnc/cursors.yaml diff --git a/mods/cnc-classic/sequences/campaign.yaml b/mods/cnc-classic/sequences/campaign.yaml new file mode 100644 index 0000000000..124e15038a --- /dev/null +++ b/mods/cnc-classic/sequences/campaign.yaml @@ -0,0 +1,34 @@ +lst: + idle: + Start: 0 + Facings: 4 + unload: + Start: 0 + Facings: 4 + roof: + Start: 0 + Facings: 4 + +boat: + left: + Start: 0 + Facings: 32 + left-damaged: + Start: 32 + left-critical: + Start: 64 + left-wake: wake + Start: 6 + Length: 6 + right: + Start: 96 + Facings: 32 + right-damaged: + Start: 128 + Facings: 32 + right-critical: + Start: 160 + Facings: 32 + right-wake: wake + Start: 0 + Length: 6 \ No newline at end of file