move GDI01 to classic mod and fix crash on startup

This commit is contained in:
Matthias Mailänder
2013-01-27 16:54:25 +01:00
parent e47cc68ee2
commit 82568376a0
5 changed files with 52 additions and 22 deletions

View File

@@ -20,7 +20,7 @@ using OpenRA.Widgets;
namespace OpenRA.Mods.Cnc
{
class Gdi01ScriptInfo : TraitInfo<Gdi01Script>, Requires<LoadWidgetAtGameStartInfo> { }
class Gdi01ScriptInfo : TraitInfo<Gdi01Script> { }
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<Mobile>();
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<Mobile>();
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()));
}

View File

@@ -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:

View File

@@ -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

View File

@@ -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