Update Soviet-08a
This commit is contained in:
@@ -921,31 +921,31 @@ Actors:
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Location: 100,97
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Owner: USSR
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Facing: 127
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Actor258: pt
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Boat1: pt
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Location: 19,26
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Owner: Greece
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Facing: 191
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Actor259: pt
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Boat2: pt
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Location: 19,58
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Owner: Greece
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Facing: 159
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Actor260: pt
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Boat3: pt
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Location: 49,109
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Owner: Greece
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Facing: 223
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Actor261: pt
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Boat4: pt
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Location: 109,75
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Owner: Greece
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Facing: 31
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Actor262: pt
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Boat5: pt
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Location: 109,31
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Owner: Greece
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Facing: 63
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Actor263: pt
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Boat6: pt
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Location: 69,18
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Owner: Greece
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Facing: 63
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Actor264: dd
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Boat7: dd
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Location: 48,23
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Owner: Greece
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Facing: 159
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@@ -1063,5 +1063,8 @@ Actors:
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DDPatrol2Point7: waypoint
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Location: 97,78
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Owner: Neutral
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BoatRally: waypoint
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Location: 97,93
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Owner: Neutral
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Rules: ra|rules/campaign-rules.yaml, ra|rules/campaign-tooltips.yaml, ra|rules/campaign-palettes.yaml, rules.yaml
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@@ -33,6 +33,11 @@ LST.Reinforcement:
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Image: lst
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Interactable:
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V01:
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-SpawnActorOnDeath@1:
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-SpawnActorOnDeath@2:
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-SpawnActorOnDeath@3:
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SCRIPTEDDROP:
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ParatroopersPower:
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DisplayBeacon: False
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@@ -8,8 +8,7 @@
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]]
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IdlingUnits = { }
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DDPatrol1 = { "dd", "dd" }
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DDPatrol2 = { "dd", "dd" }
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DDPatrol = { "dd", "dd" }
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DDPatrol1Path = { DDPatrol1Point1.Location, DDPatrol1Point2.Location, DDPatrol1Point3.Location, DDPatrol1Point4.Location, DDPatrol1Point5.Location, DDPatrol1Point6.Location }
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DDPatrol2Path = { DDPatrol2Point1.Location, DDPatrol2Point2.Location, DDPatrol2Point3.Location, DDPatrol2Point4.Location, DDPatrol2Point5.Location, DDPatrol2Point6.Location, DDPatrol2Point7.Location }
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ShipArrivePath = { DDEntry.Location, DDEntryStop.Location }
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@@ -33,9 +32,9 @@ WTransUnits =
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WTransDelays =
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{
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easy = 5,
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normal = 3,
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hard = 2
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(3),
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hard = DateTime.Minutes(2)
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}
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AttackGroup = { }
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@@ -62,7 +61,7 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
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WTransWaves = function()
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local way = Utils.Random(WTransWays)
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local units = Utils.Random(WTransUnits)
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local attackUnits = Reinforcements.ReinforceWithTransport(greece, "lst", units , way, { way[2], way[1] })[2]
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local attackUnits = Reinforcements.ReinforceWithTransport(Greece, "lst", units , way, { way[2], way[1] })[2]
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Utils.Do(attackUnits, function(a)
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Trigger.OnAddedToWorld(a, function()
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a.AttackMove(SovietStart.Location)
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@@ -70,7 +69,7 @@ WTransWaves = function()
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
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Trigger.AfterDelay(WTransDelays, WTransWaves)
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end
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SendAttackGroup = function()
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@@ -88,11 +87,11 @@ SendAttackGroup = function()
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end
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ProduceInfantry = function()
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if (GreeceTent1.IsDead or GreeceTent1.Owner ~= greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= greece) then
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if (GreeceTent1.IsDead or GreeceTent1.Owner ~= Greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= Greece) then
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return
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end
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greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
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Greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry)
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@@ -100,55 +99,36 @@ ProduceInfantry = function()
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end
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ProduceVehicles = function()
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if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= greece then
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if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= Greece then
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return
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end
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greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units)
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Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
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end)
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end
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BringDDPatrol1 = function()
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local units = Reinforcements.Reinforce(greece, DDPatrol1, ShipArrivePath, 0)
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BringDDPatrol = function(patrolPath)
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local units = Reinforcements.Reinforce(Greece, DDPatrol, ShipArrivePath)
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function(patrols)
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patrols.Patrol(DDPatrol1Path, true, 200)
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patrols.Patrol(patrolPath, true, 200)
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end)
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end)
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if GreeceNavalYard.IsDead then
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return
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else
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Trigger.OnAllKilled(units, function()
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if Map.LobbyOption("difficulty") == "easy" then
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Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1)
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else
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Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1)
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end
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end)
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end
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end
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BringDDPatrol2 = function()
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local units = Reinforcements.Reinforce(greece, DDPatrol2, ShipArrivePath, 0)
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function(patrols)
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patrols.Patrol(DDPatrol2Path, true, 200)
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end)
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end)
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if GreeceNavalYard.IsDead then
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return
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else
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Trigger.OnAllKilled(units, function()
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Trigger.OnAllKilled(units, function()
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if GreeceNavalYard.IsDead then
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return
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else
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if Map.LobbyOption("difficulty") == "easy" then
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Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2)
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Trigger.AfterDelay(DateTime.Minutes(7), function() BringDDPatrol(patrolPath) end)
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else
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Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2)
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Trigger.AfterDelay(DateTime.Minutes(4), function() BringDDPatrol(patrolPath) end)
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end
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end)
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end
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end
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end)
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end
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ActivateAI = function()
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@@ -156,10 +136,10 @@ ActivateAI = function()
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WTransUnits = WTransUnits[difficulty]
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WTransDelays = WTransDelays[difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("StartBuildingRepairs") end)
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == greece and building.Health < building.MaxHealth * 3/4 then
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if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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@@ -171,6 +151,6 @@ ActivateAI = function()
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ProduceInfantry()
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ProduceVehicles()
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BringDDPatrol1()
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Trigger.AfterDelay(DateTime.Minutes(1), BringDDPatrol2)
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BringDDPatrol(DDPatrol1Path)
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Trigger.AfterDelay(DateTime.Minutes(1), function() BringDDPatrol(DDPatrol2Path) end)
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end
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@@ -6,9 +6,9 @@
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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alliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
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AlliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
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ussrReinforcements =
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SovReinforcements =
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{
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east =
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{
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@@ -30,66 +30,58 @@ ussrReinforcements =
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}
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}
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Obj2ActorTriggerActivator = { Church, Actor147, Actor148, Actor149, Actor150, Actor151, Actor152, Actor153 }
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Village = { Church, Actor147, Actor148, Actor149, Actor150, Actor151, Actor152, Actor153 }
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ActivateAIDelay = DateTime.Seconds(45)
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AddEastReinforcementTrigger = function()
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Trigger.AfterDelay(DateTime.Seconds(30), function()
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Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
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local reinforcement = ussrReinforcements.east
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Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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local reinforcement = SovReinforcements.east
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Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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end)
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end
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AddSouthReinforcementTrigger = function()
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Trigger.AfterDelay(DateTime.Seconds(60), function()
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Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
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local reinforcement = ussrReinforcements.south
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Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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local reinforcement = SovReinforcements.south
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Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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end)
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end
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AddParadropReinforcementTrigger = function()
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Trigger.AfterDelay(DateTime.Seconds(90), function()
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Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
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scripteddrop.TargetParatroopers(ScriptedParadrop.CenterPosition, Angle.New(40))
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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ScriptedDrop.TargetParatroopers(ScriptedParadrop.CenterPosition, Angle.New(40))
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end)
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end
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ChurchAmbushTrigger = function()
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if not AmbushSwitch then
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local hiding = Reinforcements.Reinforce(germany, { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, { ChurchAmbush.Location, AmbushMove.Location })
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Utils.Do(hiding, function(actor)
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IdleHunt(actor)
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end)
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local hiding = Reinforcements.Reinforce(Germany, { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, { ChurchAmbush.Location, AmbushMove.Location }, 0)
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Utils.Do(hiding, IdleHunt)
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end
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AmbushSwitch = true
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end
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Trigger.OnKilled(Church, function()
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Actor.Create("moneycrate", true, { Owner = ussr, Location = ChurchAmbush.Location })
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Actor.Create("moneycrate", true, { Owner = USSR, Location = ChurchAmbush.Location })
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end)
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Obj2TriggerFunction = function()
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ussr.MarkCompletedObjective(DestroyVillageObjective)
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Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
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local reinforcement = ussrReinforcements.mammoth
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Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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end
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AddReinforcmentTriggers = function()
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AddEastReinforcementTrigger()
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AddSouthReinforcementTrigger()
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AddParadropReinforcementTrigger()
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DestroyVillage = function()
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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USSR.MarkCompletedObjective(DestroyVillageObjective)
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local reinforcement = SovReinforcements.mammoth
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Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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end
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AddRetreatTrigger = function()
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Trigger.OnEnteredProximityTrigger(Actor222.CenterPosition, WDist.FromCells(12), function(actor, id)
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if actor.Owner == ussr and actor.Type == "barr" then
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alliedScouts = Utils.Where(alliedScouts, function(scout) return not scout.IsDead end)
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if actor.Owner == USSR and actor.Type == "barr" then
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AlliedScouts = Utils.Where(AlliedScouts, function(scout) return not scout.IsDead end)
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local removed
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Utils.Do(alliedScouts, function(scout)
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Utils.Do(AlliedScouts, function(scout)
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if scout.Type == "e1" and not removed then
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removed = true
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else
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@@ -102,61 +94,78 @@ AddRetreatTrigger = function()
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end)
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end
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Tick = function()
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greece.Cash = 1000
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BoatAttack = function(boat)
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if boat.IsDead then
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return
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else
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boat.AttackMove(BoatRally.Location)
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end
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end
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if greece.HasNoRequiredUnits() and germany.HasNoRequiredUnits() then
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ussr.MarkCompletedObjective(KillAll)
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Tick = function()
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Greece.Cash = 1000
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if Greece.HasNoRequiredUnits() and Germany.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(KillAll)
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end
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if ussr.HasNoRequiredUnits() then
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greece.MarkCompletedObjective(BeatUSSR)
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(BeatUSSR)
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end
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end
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WorldLoaded = function()
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ussr = Player.GetPlayer("USSR")
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germany = Player.GetPlayer("Germany")
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greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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Germany = Player.GetPlayer("Germany")
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Greece = Player.GetPlayer("Greece")
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Trigger.OnObjectiveAdded(ussr, function(p, id)
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Trigger.OnObjectiveAdded(USSR, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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KillAll = ussr.AddPrimaryObjective("Destroy all Allied units and structures.")
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DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
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BeatUSSR = greece.AddPrimaryObjective("Defeat the Soviet forces.")
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KillAll = USSR.AddObjective("Destroy all Allied units and structures.")
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DestroyVillageObjective = USSR.AddObjective("Destroy the village of Allied sympathizers.", "Secondary", false)
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BeatUSSR = Greece.AddObjective("Defeat the Soviet forces.")
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Trigger.OnObjectiveCompleted(ussr, function(p, id)
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Trigger.OnObjectiveCompleted(USSR, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(ussr, function(p, id)
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Trigger.OnObjectiveFailed(USSR, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(ussr, function()
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Trigger.OnPlayerLost(USSR, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(ussr, "MissionFailed")
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Media.PlaySpeechNotification(USSR, "MissionFailed")
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end)
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end)
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Trigger.OnPlayerWon(ussr, function()
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Trigger.OnPlayerWon(USSR, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(ussr, "MissionAccomplished")
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Media.PlaySpeechNotification(USSR, "MissionAccomplished")
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end)
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end)
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AddReinforcmentTriggers()
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AddEastReinforcementTrigger()
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AddSouthReinforcementTrigger()
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AddParadropReinforcementTrigger()
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AddRetreatTrigger()
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scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
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ScriptedDrop = Actor.Create("scripteddrop", false, { Owner = USSR })
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OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
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OnAnyDamaged(Village, ChurchAmbushTrigger)
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Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
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Trigger.OnAllRemovedFromWorld(Village, DestroyVillage)
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Camera.Position = SovietBase.CenterPosition
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Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
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Trigger.AfterDelay(DateTime.Minutes(2), function() BoatAttack(Boat1) end)
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Trigger.AfterDelay(DateTime.Minutes(5), function() BoatAttack(Boat2) end)
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Trigger.AfterDelay(DateTime.Minutes(7), function() BoatAttack(Boat3) end)
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Trigger.AfterDelay(DateTime.Minutes(10), function() BoatAttack(Boat4) end)
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Trigger.AfterDelay(DateTime.Minutes(12), function() BoatAttack(Boat5) end)
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Trigger.AfterDelay(DateTime.Minutes(14), function() BoatAttack(Boat6) end)
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Trigger.AfterDelay(DateTime.Minutes(15), function() BoatAttack(Boat7) end)
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end
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OnAnyDamaged = function(actors, func)
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Reference in New Issue
Block a user