Add Allies10b

This commit is contained in:
Smittytron
2021-07-04 16:06:12 -05:00
committed by Gustas
parent b623214e04
commit 8a1463a471
8 changed files with 1300 additions and 0 deletions

View File

@@ -0,0 +1,327 @@
--[[
Copyright (c) The OpenRA Developers and Contributors
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
Engineers = { Engi1, Engi2, Engi3 }
TopLeftConsole = { CPos.New(49, 38), CPos.New(50, 38) }
BottomLeftConsole = { CPos.New(48, 93) }
TopRightConsole = { CPos.New(75, 40), CPos.New(76, 40) }
MiddleRightConsole = { CPos.New(81, 72), CPos.New(82, 72) }
TanyaFootprint = { CPos.New(71, 98), CPos.New(72, 98), CPos.New(73, 98), CPos.New(74, 98), CPos.New(87, 101), CPos.New(88, 101) }
GrenTeamFootprint = { CPos.New(53, 69), CPos.New(54, 69), CPos.New(55, 69) }
FlamerTeamFootprint = { CPos.New(74, 61), CPos.New(75, 61), CPos.New(76, 61) }
TimerTicks = DateTime.Minutes(26)
Scientists = { Scientist1, Scientist2, Scientist3, Scientist4, Scientist5, Scientist6, Scientist7, Scientist8, Scientist9, Scientist10 }
StartingRifles = { StartRifle1, StartRifle2, StartRifle3, StartRifle4, StartRifle5 }
AssaultTeamA = { AssaultTeamA1, AssaultTeamA2, AssaultTeamA3 }
AssaultTeamB = { AssaultTeamB1, AssaultTeamB2, AssaultTeamB3 }
AssaultTeamC = { AssaultTeamC1, AssaultTeamC2, AssaultTeamC3 }
PatrolSupport = { PatrolSupport1, PatrolSupport2, PatrolSupport3, PatrolSupport4, PatrolSupport5, PatrolSupport6 }
BarrelSquad = { BarrelSquad1, BarrelSquad2, BarrelSquad3, BarrelSquad4, BarrelSquad5 }
ScientistConsoles = { NWSilo1.Location, NWSilo2.Location, NESilo1.Location, NESilo2.Location, SESilo1.Location, SESilo2.Location, SWSilo1.Location, SWSilo2.Location }
ExplosionCheckTeam = { CheckTeam1, CheckTeam2, CheckTeam3, CheckTeam4, CheckTeam5 }
OpeningMoves = function()
Utils.Do(StartingRifles, function(a)
a.AttackMove(DefaultCameraPosition.Location)
end)
Utils.Do(Scientists, ScientistPatrol)
GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(5))
GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(5))
Trigger.OnKilled(StartRifle1, function()
Utils.Do(AssaultTeamA, function(a)
IdleHunt(a)
end)
end)
Trigger.OnKilled(StartRifle2, function()
Utils.Do(AssaultTeamB, function(b)
IdleHunt(b)
end)
end)
Trigger.OnKilled(StartRifle3, function()
Utils.Do(AssaultTeamC, function(c)
IdleHunt(c)
end)
end)
end
ScientistPatrol = function(scientist)
Trigger.OnIdle(scientist, function(sci)
sci.Move(Utils.Random(ScientistConsoles))
end)
end
PatrolA = { PatrolA1, PatrolA2, PatrolA3, PatrolA4 }
PatrolB = { PatrolB1, PatrolB2, PatrolB3, PatrolB4 }
PatrolAPath = { PatrolARally1.Location, PatrolARally2.Location, PatrolARally3.Location, PatrolARally4.Location }
PatrolBPath = { PatrolBRally1.Location, PatrolBRally2.Location, PatrolBRally3.Location, PatrolBRally4.Location }
GroupPatrol = function(units, waypoints, delay)
local i = 1
local stop = false
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function()
if stop then
return
end
if unit.Location == waypoints[i] then
local bool = Utils.All(units, function(actor) return actor.IsIdle end)
if bool then
stop = true
i = i + 1
if i > #waypoints then
i = 1
end
Trigger.AfterDelay(delay, function() stop = false end)
end
else
unit.AttackMove(waypoints[i])
end
end)
end)
end
MiscTriggers = function()
Trigger.OnAnyKilled(Scientists, function()
Greece.MarkFailedObjective(Paperclip)
end)
Trigger.OnEnteredProximityTrigger(FlameTowerConsole.CenterPosition, WDist.FromCells(1), function(actor, id)
if actor.Owner == Greece then
Trigger.RemoveProximityTrigger(id)
if not FlameTower.IsDead then
Media.PlaySoundNotification(Greece, "AlertBleep")
Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
FlameTower.Kill()
end
end
end)
Trigger.OnKilled(TankBarrel, function()
if not BarrelTank.IsDead then
BarrelTank.Kill()
end
end)
Trigger.OnKilled(CheckBarrel, function()
Utils.Do(ExplosionCheckTeam, function(a)
if not a.IsDead then
IdleHunt(a)
end
end)
end)
Trigger.OnKilled(SquadBarrel, function()
Utils.Do(BarrelSquad, function(b)
if not b.IsDead then
IdleHunt(b)
end
end)
end)
Trigger.OnAnyKilled(PatrolA, function()
Utils.Do(PatrolSupport, function(sup)
if not sup.IsDead then
IdleHunt(sup)
end
end)
end)
local grensTriggered
Trigger.OnEnteredFootprint(GrenTeamFootprint, function(actor, id)
if actor.Owner == Greece and not grensTriggered then
Trigger.RemoveFootprintTrigger(id)
grensTriggered = true
Trigger.AfterDelay(DateTime.Minutes(1), function()
local grens = Reinforcements.Reinforce(USSR, { "e2", "e2", "e2", "e2", "e2" }, { BunkerEntryWest.Location}, 0)
Utils.Do(grens, IdleHunt)
end)
end
end)
local flamersTriggered
Trigger.OnEnteredFootprint(FlamerTeamFootprint, function(actor, id)
if actor.Owner == Greece and not flamersTriggered then
Trigger.RemoveFootprintTrigger(id)
flamersTriggered = true
Trigger.AfterDelay(DateTime.Minutes(1), function()
local flamers = Reinforcements.Reinforce(USSR, { "e1", "e1", "e4", "e4", "e4" }, { BunkerEntryEast.Location}, 0)
Utils.Do(flamers, IdleHunt)
end)
end
end)
local dogsTriggered
Trigger.OnEnteredFootprint(TanyaFootprint, function(actor, id)
if actor.Type == "e7.noautotarget" and not dogsTriggered then
Trigger.RemoveFootprintTrigger(id)
dogsTriggered = true
local dogs = Reinforcements.Reinforce(USSR, { "dog", "dog", "dog", "dog", "dog" }, { BunkerEntryEast.Location}, 0)
Utils.Do(dogs, IdleHunt)
end
end)
end
TanyaSequence = function()
local tanyaTriggered
Trigger.OnEnteredFootprint(TanyaFootprint, function(actor, id)
if actor.Owner == Greece and not tanyaTriggered then
Trigger.RemoveFootprintTrigger(id)
tanyaTriggered = true
IdleHunt(TankRoomDog)
local tankCam = Actor.Create("camera", true, { Owner = Greece, Location = TankRoomCam.Location })
Media.PlaySoundNotification(Greece, "laugh")
Trigger.AfterDelay(DateTime.Seconds(1), function()
local victim1 = Reinforcements.Reinforce(USSR, { "e2" }, { TanyaEntry.Location, DiePoint1.Location })
Trigger.OnIdle(victim1[1], function(one)
Media.PlaySound("gun5.aud")
one.Kill("BulletDeath")
end)
end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
local victim2 = Reinforcements.Reinforce(USSR, { "e2" }, { GrenEntry.Location, DiePoint2.Location })
Trigger.OnIdle(victim2[1], function(two)
two.Kill("BulletDeath")
Media.PlaySound("gun5.aud")
end)
end)
Trigger.AfterDelay(DateTime.Seconds(6), function()
local tanya = Reinforcements.Reinforce(Greece, { "e7.noautotarget" }, { TanyaEntry.Location, TankRoomCam.Location })
TanyaArrived = true
TanyaSurvive = AddPrimaryObjective(Greece, "tanya-survive")
Media.PlaySoundNotification(Greece, "lefty")
Trigger.OnKilled(tanya[1], function()
Greece.MarkFailedObjective(TanyaSurvive)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(1), function()
tankCam.Destroy()
end)
end
end)
end
TanyaObjectiveCheck = function()
if TanyaArrived then
Greece.MarkCompletedObjective(TanyaSurvive)
end
end
DeactivateMissiles = function()
Trigger.OnAllKilled(Engineers, function()
Greece.MarkFailedObjective(StopNukes)
end)
Trigger.OnEnteredFootprint(TopLeftConsole, function(actor, id)
if actor.Type == "e6" and not TopLeftTriggered then
Trigger.RemoveFootprintTrigger(id)
TopLeftTriggered = true
Media.PlaySpeechNotification(Greece, "ControlCenterDeactivated")
Media.DisplayMessage(UserInterface.Translate("nuclear-missile-deactivated"), UserInterface.Translate("console"))
end
end)
Trigger.OnEnteredFootprint(BottomLeftConsole, function(actor, id)
if actor.Type == "e6" and not BottomLeftTriggered then
Trigger.RemoveFootprintTrigger(id)
BottomLeftTriggered = true
Media.PlaySpeechNotification(Greece, "ControlCenterDeactivated")
Media.DisplayMessage(UserInterface.Translate("nuclear-missile-deactivated"), UserInterface.Translate("console"))
end
end)
Trigger.OnEnteredFootprint(TopRightConsole, function(actor, id)
if actor.Type == "e6" and not TopRightTriggered then
Trigger.RemoveFootprintTrigger(id)
TopRightTriggered = true
Media.PlaySpeechNotification(Greece, "ControlCenterDeactivated")
Media.DisplayMessage(UserInterface.Translate("nuclear-missile-deactivated"), UserInterface.Translate("console"))
end
end)
Trigger.OnEnteredFootprint(MiddleRightConsole, function(actor, id)
if actor.Type == "e6" and not MiddleRightTriggered then
Trigger.RemoveFootprintTrigger(id)
MiddleRightTriggered = true
Media.PlaySpeechNotification(Greece, "ControlCenterDeactivated")
Media.DisplayMessage(UserInterface.Translate("nuclear-missile-deactivated"), UserInterface.Translate("console"))
end
end)
end
Ticked = TimerTicks
Tick = function()
if Greece.HasNoRequiredUnits() then
Greece.MarkFailedObjective(StopNukes)
end
if TopLeftTriggered and BottomLeftTriggered and TopRightTriggered and MiddleRightTriggered then
Greece.MarkCompletedObjective(StopNukes)
Greece.MarkCompletedObjective(Paperclip)
TanyaObjectiveCheck()
end
if Ticked > 0 then
if Ticked % DateTime.Seconds(1) == 0 then
local timer = UserInterface.Translate("reach-target-in", { ["time"] = Utils.FormatTime(Ticked) })
UserInterface.SetMissionText(timer, USSR.Color)
end
Ticked = Ticked - 1
elseif Ticked == 0 then
FinishedTimer = UserInterface.Translate("we-are-too-late")
UserInterface.SetMissionText(FinishedTimer, USSR.Color)
Greece.MarkFailedObjective(StopNukes)
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
InitObjectives(Greece)
KillGreece = USSR.AddObjective("")
StopNukes = AddPrimaryObjective(Greece, "get-engineers-to-consoles")
Paperclip = AddSecondaryObjective(Greece, "spare-the-scientists")
Trigger.AfterDelay(DateTime.Minutes(6), function()
Media.PlaySpeechNotification(Greece, "TwentyMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(16), function()
Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(21), function()
Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(23), function()
Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(25), function()
Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
end)
Camera.Position = DefaultCameraPosition.CenterPosition
Spy1.DisguiseAsType("e1", USSR)
Spy2.DisguiseAsType("e1", USSR)
TimerColor = USSR.Color
DeactivateMissiles()
TanyaSequence()
OpeningMoves()
MiscTriggers()
end

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MapFormat: 11
RequiresMod: ra
Title: 10b: Evidence
Author: Westwood Studios
Tileset: INTERIOR
MapSize: 128,128
Bounds: 43,37,47,75
Visibility: MissionSelector
Categories: Campaign
LockPreview: True
Players:
PlayerReference@Neutral:
Name: Neutral
OwnsWorld: True
NonCombatant: True
Faction: england
PlayerReference@USSR:
Name: USSR
Faction: soviet
Color: FF1400
Allies: BadGuy
Enemies: Greece
PlayerReference@Greece:
Name: Greece
AllowBots: False
Playable: True
Required: True
LockFaction: True
Faction: allies
LockColor: True
Color: E2E6F6
LockSpawn: True
LockTeam: True
Enemies: USSR, BadGuy
PlayerReference@BadGuy:
Name: BadGuy
Faction: soviet
Color: FF1400
Allies: USSR
Actors:
Actor0: boxes01
Location: 59,96
Owner: Neutral
Actor1: boxes02
Location: 60,94
Owner: Neutral
Actor2: boxes03
Location: 63,95
Owner: Neutral
Actor3: boxes04
Location: 64,92
Owner: Neutral
Actor4: boxes05
Location: 59,92
Owner: Neutral
Actor5: boxes08
Location: 62,93
Owner: Neutral
Actor6: boxes07
Location: 61,95
Owner: Neutral
Actor7: boxes08
Location: 77,95
Owner: Neutral
Actor8: boxes09
Location: 81,97
Owner: Neutral
Actor9: boxes04
Location: 80,97
Owner: Neutral
Actor10: boxes05
Location: 48,81
Owner: Neutral
Actor11: boxes06
Location: 48,80
Owner: Neutral
Actor12: boxes05
Location: 47,81
Owner: Neutral
Actor13: boxes06
Location: 60,85
Owner: Neutral
Actor14: boxes06
Location: 48,64
Owner: Neutral
Actor15: boxes05
Location: 49,63
Owner: Neutral
Actor16: boxes06
Location: 50,66
Owner: Neutral
Actor17: boxes07
Location: 49,65
Owner: Neutral
Actor18: boxes07
Location: 49,64
Owner: Neutral
Actor19: boxes07
Location: 51,63
Owner: Neutral
Actor20: boxes07
Location: 48,66
Owner: Neutral
Actor21: boxes06
Location: 48,62
Owner: Neutral
Actor22: boxes02
Location: 54,65
Owner: Neutral
Actor23: boxes01
Location: 54,66
Owner: Neutral
Actor24: boxes01
Location: 52,66
Owner: Neutral
Actor25: boxes02
Location: 81,103
Owner: Neutral
Actor26: boxes01
Location: 81,104
Owner: Neutral
Actor27: boxes09
Location: 62,94
Owner: Neutral
Actor28: boxes01
Location: 66,67
Owner: Neutral
Actor29: boxes02
Location: 67,66
Owner: Neutral
Actor30: boxes03
Location: 68,66
Owner: Neutral
Actor31: boxes05
Location: 65,66
Owner: Neutral
Actor32: boxes06
Location: 68,67
Owner: Neutral
Actor33: boxes03
Location: 88,107
Owner: Neutral
Actor34: boxes06
Location: 84,107
Owner: Neutral
Actor35: boxes07
Location: 79,110
Owner: Neutral
Actor36: boxes01
Location: 81,110
Owner: Neutral
Actor37: boxes06
Location: 81,109
Owner: Neutral
Actor38: boxes09
Location: 80,110
Owner: Neutral
Actor39: boxes08
Location: 77,110
Owner: Neutral
Actor40: brl3
Location: 66,101
Owner: USSR
TankBarrel: brl3
Location: 64,102
Owner: USSR
Actor42: brl3
Location: 59,103
Owner: USSR
Actor43: brl3
Location: 65,102
Owner: USSR
Actor44: barl
Location: 63,101
Owner: USSR
Actor45: barl
Location: 62,101
Owner: USSR
Actor46: brl3
Location: 61,101
Owner: USSR
Actor47: brl3
Location: 60,102
Owner: USSR
Actor48: barl
Location: 59,102
Owner: USSR
Actor49: brl3
Location: 62,103
Owner: USSR
Actor50: barl
Location: 61,102
Owner: USSR
CheckBarrel: brl3
Location: 63,102
Owner: USSR
FlameTower: ftur
Location: 52,52
Owner: USSR
Actor53: apwr
Location: 44,106
Owner: USSR
Actor54: apwr
Location: 44,109
Owner: USSR
Actor55: brl3
Location: 55,47
Owner: USSR
Actor56: brl3
Location: 54,49
Owner: USSR
Actor57: barl
Location: 53,51
Owner: USSR
Actor58: barl
Location: 66,102
Owner: USSR
Actor59: brl3
Location: 65,104
Owner: USSR
Actor60: barl
Location: 60,103
Owner: USSR
SquadBarrel: brl3
Location: 53,63
Owner: USSR
Actor62: barl
Location: 54,63
Owner: USSR
Actor63: brl3
Location: 54,62
Owner: USSR
Actor64: barl
Location: 53,62
Owner: USSR
Actor65: barl
Location: 56,47
Owner: USSR
Health: 39
Actor66: brl3
Location: 53,50
Owner: USSR
Actor67: brl3
Location: 54,48
Owner: USSR
Actor68: barl
Location: 54,47
Owner: USSR
Actor69: barl
Location: 57,46
Owner: USSR
Actor70: brl3
Location: 61,107
Owner: USSR
Actor71: brl3
Location: 59,107
Owner: USSR
Actor72: barl
Location: 60,106
Owner: USSR
Actor73: barl
Location: 59,106
Owner: USSR
Actor74: barl
Location: 62,108
Owner: USSR
Actor75: barl
Location: 63,109
Owner: USSR
Actor76: barl
Location: 65,109
Owner: USSR
Actor77: brl3
Location: 63,107
Owner: USSR
Actor78: barl
Location: 62,106
Owner: USSR
Actor79: brl3
Location: 64,110
Owner: USSR
Actor80: barl
Location: 67,110
Owner: USSR
Actor81: barl
Location: 66,110
Owner: USSR
BarrelTank: 4tnk
Location: 64,104
Facing: 508
Owner: BadGuy
Actor83: 4tnk
Location: 64,107
Owner: BadGuy
Actor84: 4tnk
Location: 70,104
Facing: 508
Owner: BadGuy
Actor85: 4tnk
Location: 75,104
Facing: 508
Owner: BadGuy
Actor86: 4tnk
Location: 77,104
Facing: 508
Owner: BadGuy
Actor87: 4tnk
Location: 77,107
Owner: BadGuy
Actor88: 4tnk
Location: 79,104
Facing: 508
Owner: BadGuy
Actor89: 4tnk
Location: 79,107
Owner: BadGuy
Actor90: 3tnk
Location: 66,104
Facing: 508
Owner: BadGuy
Actor91: 3tnk
Location: 68,104
Facing: 508
Owner: BadGuy
Actor92: 3tnk
Location: 68,107
Owner: BadGuy
Actor93: 3tnk
Location: 66,107
Owner: BadGuy
Actor94: e1
Location: 67,74
Owner: Greece
SubCell: 1
Actor95: e1
Location: 67,73
Owner: Greece
SubCell: 4
Engi1: e6
Location: 67,74
Owner: Greece
SubCell: 4
Engi2: e6
Location: 66,74
Owner: Greece
SubCell: 4
Engi3: e6
Location: 67,74
Owner: Greece
SubCell: 3
Actor99: e1
Location: 67,73
Owner: Greece
SubCell: 2
Actor100: e1
Location: 66,73
Owner: Greece
SubCell: 3
Actor101: e1
Location: 66,73
Owner: Greece
SubCell: 4
Actor102: e1
Location: 67,73
Owner: Greece
SubCell: 3
Actor103: medi
Location: 66,74
Owner: Greece
SubCell: 3
StartRifle2: e1
Location: 67,69
Owner: USSR
SubCell: 1
Facing: 636
StartRifle1: e1
Location: 66,69
Owner: USSR
SubCell: 3
StartRifle3: e1
Location: 68,69
Owner: USSR
SubCell: 3
Facing: 508
PatrolA1: e1
Location: 70,59
Owner: USSR
SubCell: 0
Facing: 124
PatrolA2: e1
Location: 69,60
Owner: USSR
SubCell: 2
Facing: 380
PatrolA3: e1
Location: 71,60
Owner: USSR
SubCell: 1
Facing: 124
PatrolA4: dog
Location: 70,60
Owner: USSR
Facing: 636
SubCell: 2
PatrolB1: dog
Location: 73,49
Owner: USSR
Facing: 252
SubCell: 1
PatrolB2: e1
Location: 73,48
Owner: USSR
Facing: 636
SubCell: 1
PatrolB3: e1
Location: 73,48
Owner: USSR
SubCell: 0
PatrolB4: e1
Location: 74,48
Owner: USSR
Facing: 764
SubCell: 1
BarrelSquad4: e1
Location: 66,55
Owner: USSR
SubCell: 2
Facing: 508
PatrolSupport4: e1
Location: 65,56
Owner: USSR
SubCell: 0
Facing: 892
PatrolSupport6: e1
Location: 66,57
Owner: USSR
SubCell: 4
Facing: 764
PatrolSupport2: e1
Location: 65,55
Owner: USSR
SubCell: 4
Facing: 508
PatrolSupport3: e1
Location: 64,56
Owner: USSR
SubCell: 4
Facing: 252
BarrelSquad3: e1
Location: 67,55
Owner: USSR
SubCell: 1
Facing: 892
BarrelSquad1: e1
Location: 65,54
Owner: USSR
SubCell: 3
Facing: 764
PatrolSupport1: e1
Location: 64,55
Owner: USSR
SubCell: 4
Facing: 380
PatrolSupport5: e1
Location: 65,57
Owner: USSR
SubCell: 3
Facing: 124
BarrelSquad2: e1
Location: 66,54
Owner: USSR
SubCell: 3
Facing: 892
Actor125: e1
Location: 72,100
Owner: USSR
Facing: 636
SubCell: 4
Actor126: e1
Location: 73,100
Owner: USSR
Facing: 124
SubCell: 2
Actor127: e1
Location: 82,91
Owner: USSR
Facing: 380
SubCell: 0
CheckTeam2: e1
Location: 80,92
Owner: USSR
SubCell: 4
Facing: 124
Actor129: e1
Location: 83,92
Owner: USSR
Facing: 252
SubCell: 1
Actor130: e1
Location: 83,93
Owner: USSR
Facing: 508
SubCell: 1
CheckTeam3: e1
Location: 80,93
Owner: USSR
SubCell: 3
Facing: 892
Actor132: e2
Location: 83,91
Owner: USSR
Facing: 892
SubCell: 2
CheckTeam1: e2
Location: 80,91
Owner: USSR
SubCell: 0
Actor134: e2
Location: 82,92
Owner: USSR
Facing: 892
SubCell: 3
AssaultTeamA1: e1
Location: 54,73
Owner: USSR
SubCell: 0
Facing: 892
AssaultTeamA2: e1
Location: 55,74
Owner: USSR
SubCell: 1
Facing: 764
Actor137: e1
Location: 61,85
Owner: USSR
Facing: 764
SubCell: 4
Actor138: e1
Location: 62,86
Owner: USSR
Facing: 252
SubCell: 0
Actor139: e1
Location: 60,86
Owner: USSR
Facing: 636
SubCell: 4
Actor140: e1
Location: 61,90
Owner: USSR
SubCell: 0
Actor141: e1
Location: 61,91
Owner: USSR
SubCell: 1
Actor142: e1
Location: 65,94
Owner: USSR
Facing: 508
SubCell: 2
Actor143: e1
Location: 66,94
Owner: USSR
Facing: 636
SubCell: 0
Actor144: e1
Location: 66,93
Owner: USSR
Facing: 764
SubCell: 0
Actor145: e1
Location: 60,90
Owner: USSR
SubCell: 4
Scientist1: chan
Location: 83,74
Owner: BadGuy
SubCell: 1
Scientist2: chan
Location: 80,73
Owner: BadGuy
SubCell: 4
Scientist3: chan
Location: 77,42
Owner: BadGuy
SubCell: 3
Scientist4: chan
Location: 74,42
Owner: BadGuy
SubCell: 2
Scientist5: chan
Location: 51,41
Owner: BadGuy
Facing: 380
SubCell: 1
Scientist6: chan
Location: 48,40
Owner: BadGuy
Facing: 892
SubCell: 2
Scientist7: chan
Location: 52,94
Owner: BadGuy
SubCell: 1
Scientist8: chan
Location: 59,93
Owner: BadGuy
Facing: 892
SubCell: 4
Scientist9: chan
Location: 57,47
Owner: BadGuy
Facing: 380
SubCell: 2
Scientist10: chan
Location: 51,93
Owner: BadGuy
SubCell: 4
AssaultTeamB1: e1
Location: 75,65
Owner: USSR
SubCell: 1
Facing: 508
AssaultTeamB2: e1
Location: 74,66
Owner: USSR
SubCell: 0
Facing: 252
AssaultTeamB3: e1
Location: 75,66
Owner: USSR
SubCell: 2
Facing: 380
Actor159: dog
Location: 76,66
Owner: USSR
Facing: 252
SubCell: 3
Actor160: dog
Location: 45,74
Owner: USSR
Facing: 636
SubCell: 0
Actor161: dog
Location: 61,94
Owner: USSR
Facing: 636
SubCell: 0
Actor162: dog
Location: 81,91
Owner: USSR
Facing: 764
SubCell: 0
AssaultTeamC1: e1
Location: 69,86
Owner: USSR
SubCell: 4
Facing: 508
AssaultTeamC2: e1
Owner: USSR
SubCell: 3
Location: 68,87
Facing: 384
AssaultTeamC3: e1
Location: 70,87
Owner: USSR
SubCell: 3
Facing: 892
AssaultTeamA3: e1
Location: 54,75
Owner: USSR
SubCell: 2
Facing: 636
Actor166: e1
Location: 54,74
Owner: USSR
Facing: 508
SubCell: 1
Actor167: e1
Location: 61,78
Owner: USSR
Facing: 252
SubCell: 0
Actor168: e1
Location: 62,79
Owner: USSR
Facing: 380
SubCell: 1
StartRifle4: e1
Location: 62,69
Owner: USSR
SubCell: 0
Facing: 252
Actor170: e1
Location: 71,78
Owner: USSR
Facing: 252
SubCell: 3
Actor171: e1
Location: 72,78
Owner: USSR
Facing: 892
SubCell: 3
StartRifle5: e1
Location: 71,69
Owner: USSR
SubCell: 4
Facing: 764
CheckTeam4: e2
Location: 81,93
Owner: USSR
SubCell: 4
Facing: 380
CheckTeam5: e2
Location: 83,94
Owner: USSR
SubCell: 1
Facing: 636
Actor175: e2
Location: 61,93
Owner: USSR
Facing: 252
SubCell: 0
Actor176: e2
Location: 63,94
Owner: USSR
Facing: 636
SubCell: 0
Actor177: e2
Location: 46,81
Owner: USSR
Facing: 380
SubCell: 1
Actor178: e2
Location: 46,79
Owner: USSR
Facing: 252
SubCell: 0
Actor179: e1
Location: 47,80
Owner: USSR
Facing: 636
SubCell: 1
BarrelSquad5: e2
Location: 66,56
Owner: USSR
SubCell: 1
Spy1: spy
Location: 67,73
Owner: Greece
SubCell: 1
Actor182: e1
Location: 66,73
Owner: Greece
SubCell: 1
Actor183: e1
Location: 66,74
Owner: Greece
SubCell: 1
Actor184: e1
Location: 66,74
Owner: Greece
SubCell: 2
Actor185: e1
Location: 67,74
Owner: Greece
SubCell: 2
Spy2: spy
Location: 66,73
Owner: Greece
SubCell: 2
Actor187: dog
Location: 83,75
Owner: USSR
Facing: 508
SubCell: 2
Actor188: e1
Location: 54,64
Owner: USSR
Facing: 508
SubCell: 0
Actor189: e1
Location: 52,62
Owner: USSR
Facing: 380
SubCell: 0
Actor190: e2
Location: 52,64
Owner: USSR
Facing: 380
SubCell: 2
Actor191: e2
Location: 54,61
Owner: USSR
SubCell: 0
Facing: 892
Actor192: e1
Location: 52,87
Owner: USSR
Facing: 124
SubCell: 1
Actor193: e1
Location: 53,87
Owner: USSR
Facing: 508
SubCell: 3
TankRoomDog: dog
Location: 72,105
Owner: USSR
SubCell: 4
Actor195: dog
Location: 53,53
Owner: USSR
Facing: 636
SubCell: 4
Actor196: c8
Location: 65,106
Owner: USSR
Facing: 636
SubCell: 0
Actor197: c8
Location: 69,105
Owner: USSR
SubCell: 3
Facing: 252
Actor198: c8
Location: 75,106
Owner: USSR
Facing: 636
SubCell: 1
Actor199: c8
Location: 78,104
SubCell: 0
Owner: USSR
Facing: 892
Actor246: 4tnk
Owner: BadGuy
Location: 75,107
Facing: 0
Actor247: 4tnk
Owner: BadGuy
Location: 70,107
Facing: 0
DefaultCameraPosition: waypoint
Location: 67,72
Owner: Neutral
TankRoomCam: waypoint
Location: 72,105
Owner: Neutral
TanyaEntry: waypoint
Location: 72,111
Owner: Neutral
SWSilo1: waypoint
Location: 50,95
Owner: Neutral
SWSilo2: waypoint
Location: 48,93
Owner: Neutral
NWSilo1: waypoint
Location: 47,39
Owner: Neutral
NWSilo2: waypoint
Location: 52,39
Owner: Neutral
NESilo1: waypoint
Location: 74,40
Owner: Neutral
NESilo2: waypoint
Location: 77,40
Owner: Neutral
SESilo1: waypoint
Location: 80,72
Owner: Neutral
SESilo2: waypoint
Location: 83,72
Owner: Neutral
FlameTowerConsole: waypoint
Location: 58,46
Owner: Neutral
PatrolARally1: waypoint
Location: 81,60
Owner: Neutral
PatrolARally2: waypoint
Location: 81,55
Owner: Neutral
PatrolARally3: waypoint
Location: 70,55
Owner: Neutral
PatrolARally4: waypoint
Location: 70,60
Owner: Neutral
PatrolBRally1: waypoint
Location: 73,55
Owner: Neutral
PatrolBRally2: waypoint
Location: 79,55
Owner: Neutral
PatrolBRally3: waypoint
Location: 79,48
Owner: Neutral
PatrolBRally4: waypoint
Location: 73,48
Owner: Neutral
BarrelRally1: waypoint
Location: 66,56
Owner: Neutral
BarrelRally2: waypoint
Location: 51,64
Owner: Neutral
GrenEntry: waypoint
Location: 73,111
Owner: Neutral
DiePoint1: waypoint
Location: 72,110
Owner: Neutral
DiePoint2: waypoint
Location: 73,109
Owner: Neutral
BunkerEntryWest: waypoint
Location: 43,74
Owner: Neutral
BunkerEntryEast: waypoint
Location: 89,66
Owner: Neutral
Rules: ra|rules/campaign-rules.yaml, ra|rules/campaign-tooltips.yaml, ra|rules/campaign-palettes.yaml, rules.yaml
Notifications: notifications.yaml
Translations: ra|languages/lua/en.ftl

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@@ -0,0 +1,4 @@
Sounds:
Notifications:
laugh: laugh1
lefty: lefty1

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@@ -0,0 +1,20 @@
World:
LuaScript:
Scripts: allies10b.lua, campaign.lua, utils.lua
MissionData:
StartVideo: elevator.vqa
WinVideo: dud.vqa
LossVideo: trinity.vqa
Briefing: Now that the complex has been infiltrated, the launch control centers must be deactivated. Get your engineers to the control centers and deactivate them before the missiles reach their targets.\n\nEnemy technicians can help in locating the control centers if they are kept alive.
3TNK:
AutoTarget:
InitialStanceAI: HoldFire
4TNK:
AutoTarget:
InitialStanceAI: HoldFire
CHAN:
Targetable:
TargetTypes: GroundActor, Infantry, NoAutoTarget