Add Allies05b
This commit is contained in:
102
mods/ra/maps/allies-05b/allies05b-AI.lua
Normal file
102
mods/ra/maps/allies-05b/allies05b-AI.lua
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@@ -0,0 +1,102 @@
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--[[
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Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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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.
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]]
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AttackGroup = { }
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AttackGroupSize = 10
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SovietInfantry = { "e1", "e1", "e2", "e4" }
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SovietVehicles = { "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "apc" }
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SovietAircraftType = { "yak" }
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Planes = { }
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SovietProduction = { Conyard, USSRBarracks, USSRWarFactory }
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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ProductionInterval =
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{
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easy = DateTime.Seconds(25),
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normal = DateTime.Seconds(15),
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hard = DateTime.Seconds(5)
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}
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SendAttackGroup = function()
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if #AttackGroup < AttackGroupSize then
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return
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end
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceUSSRInfantry = function()
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if USSRBarracks.IsDead or USSRBarracks.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietInfantry) }, 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")], ProduceUSSRInfantry)
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end)
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end
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ProduceUSSRVehicles = function()
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if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietVehicles) }, 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")], ProduceUSSRVehicles)
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end)
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end
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ProduceAircraft = function()
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if (Airfield1.IsDead or Airfield1.Owner ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) then
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return
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end
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USSR.Build(SovietAircraftType, function(units)
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local plane = units[1]
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Planes[#Planes + 1] = plane
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Trigger.OnKilled(plane, ProduceAircraft)
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local alive = Utils.Where(Planes, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(plane, Greece)
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end)
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end
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ActivateAI = function()
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR 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 == USSR 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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end)
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ProduceUSSRInfantry()
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceUSSRVehicles)
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceAircraft)
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Trigger.OnAllKilled(SovietProduction, function()
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Utils.Do(USSR.GetGroundAttackers(), IdleHunt)
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end)
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end
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433
mods/ra/maps/allies-05b/allies05b.lua
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433
mods/ra/maps/allies-05b/allies05b.lua
Normal file
@@ -0,0 +1,433 @@
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--[[
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Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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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.
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||||
]]
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SpyType = { "spy" }
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SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
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InsertionTransport = "lst.in"
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TrukPath1 = { SpyCamera1, TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4 }
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TrukPath2 = { TruckWaypoint5, TruckCrash }
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ExtractionHeliType = "tran"
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ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
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GreeceReinforcements =
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{
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{ types = { "e3", "e3", "e1", "e1", "e1" }, entry = { SpyEntry.Location, SpyLoadout.Location } },
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{ types = { "jeep", "1tnk", "1tnk", "2tnk", "2tnk" }, entry = { GreeceEntry1.Location, GreeceLoadout1.Location } },
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{ types = { "e6", "e6", "e6", "e6", "e6" }, entry = { GreeceEntry2.Location, GreeceLoadout2.Location } }
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}
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FlameTowerDogs = { FlameTowerDog1, FlameTowerDog2 }
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PatrolA = { PatrolA1, PatrolA2, PatrolA3 }
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PatrolB = { PatrolB1, PatrolB2, PatrolB3 }
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PatrolC = { PatrolC1, PatrolC2, PatrolC3 }
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PatrolAPath = { APatrol1.Location, CPatrol1.Location, APatrol2.Location }
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PatrolBPath = { BPatrol1.Location, BPatrol2.Location, SpyCamera2.Location }
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PatrolCPath = { CPatrol1.Location, CPatrol2.Location, CPatrol3.Location }
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CheckpointDogs = { CheckpointDog1, CheckpointDog2 }
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CheckpointRifles = { CheckpointRifle1, CheckpointRifle2 }
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BridgePatrol = { CheckpointDog1, CheckpointDog2, CheckpointRifle1, CheckpointRifle2 }
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BridgePatrolPath = { TrukWaypoint4.Location, BridgePatrolWay.Location }
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TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
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SpyVoice = "sking"
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CivVoice = "guyokay"
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DogBark = "dogy"
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SamSites = { Sam1, Sam2, Sam3, Sam4 }
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SendSpy = function()
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Camera.Position = SpyEntry.CenterPosition
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Spy = Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
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Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Media.DisplayMessage("Commander! You have to disguise me in order to get through the enemy patrols.", "Spy")
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if SpecialCameras then
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SpyCameraA = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera2.Location })
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SpyCameraC = Actor.Create("camera", true, { Owner = Greece, Location = BPatrol2.Location })
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else
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SpyCameraHard = Actor.Create("camera.small", true, { Owner = Greece, Location = FlameTowerDogRally.Location + CVec.New(2, 0) })
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end
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end)
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end
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ChurchFootprint = function()
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Trigger.OnEnteredProximityTrigger(ChurchSpawn.CenterPosition, WDist.FromCells(2), function(actor, id)
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if actor.Type == "spy" and not Greece.IsObjectiveCompleted(MainObj) then
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Trigger.RemoveProximityTrigger(id)
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ChurchSequence()
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end
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end)
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end
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ChurchSequence = function()
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Media.PlaySoundNotification(Greece, CivVoice)
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Hero = Actor.Create("c1", true, { Owner = GoodGuy, Location = ChurchSpawn.Location })
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Hero.Attack(TargetBarrel)
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Trigger.OnKilled(ResponseBarrel, function()
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if not Hero.IsDead then
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Hero.Stop()
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Hero.Move(SouthVillage.Location)
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BarrelsTower.Kill()
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Utils.Do(FlameTowerDogs, function(dogs)
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if not dogs.IsDead then
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dogs.Stop()
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dogs.AttackMove(SouthVillage.Location)
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end
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end)
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Utils.Do(PatrolA, function(patrol1)
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if not patrol1.IsDead then
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patrol1.Stop()
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patrol1.AttackMove(SouthVillage.Location)
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end
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end)
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Utils.Do(PatrolB, function(patrol2)
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if not patrol2.IsDead then
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patrol2.Stop()
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patrol2.AttackMove(SouthVillage.Location)
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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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ActivatePatrols = function()
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Utils.Do(FlameTowerDogs, function(dogs)
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dogs.AttackMove(FlameTowerDogRally.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(7))
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GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(6))
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GroupPatrol(PatrolC, PatrolCPath, DateTime.Seconds(6))
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end)
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end
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GroupPatrol = function(units, waypoints, delay)
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local i = 1
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local stop = false
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function()
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if stop then
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return
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end
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if unit.Location == waypoints[i] then
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local bool = Utils.All(units, function(actor) return actor.IsIdle end)
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if bool then
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stop = true
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i = i + 1
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if i > #waypoints then
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i = 1
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end
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Trigger.AfterDelay(delay, function() stop = false end)
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end
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else
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unit.AttackMove(waypoints[i])
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end
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end)
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end)
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end
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WarfactoryInfiltrated = function()
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FollowTruk = true
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Truk.GrantCondition("hijacked")
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Truk.Wait(DateTime.Seconds(1))
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Utils.Do(TrukPath1, function(waypoint)
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Truk.Move(waypoint.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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if SpecialCameras then
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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SpyCameraC.Destroy()
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else
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SpyCameraHard.Destroy()
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end
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end)
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Trigger.OnEnteredProximityTrigger(TrukWaypoint4.CenterPosition, WDist.FromCells(1), function(actor, id)
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if actor.Type == "truk.mission" then
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Trigger.RemoveProximityTrigger(id)
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Utils.Do(CheckpointDogs, function(dog)
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dog.Move(TrukInspect.Location)
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end)
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end
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end)
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Trigger.OnEnteredProximityTrigger(TrukWaypoint4.CenterPosition, WDist.FromCells(1), function(actor, id)
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if actor.Type == "dog" then
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Trigger.RemoveProximityTrigger(id)
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Media.PlaySoundNotification(Greece, DogBark)
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Utils.Do(CheckpointRifles, function(guard)
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guard.Move(TrukInspect.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Utils.Do(TrukPath2, function(waypoint)
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Truk.Move(waypoint.Location)
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end)
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end)
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end
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end)
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Trigger.OnEnteredFootprint({ SpyJumpOut.Location }, function(a, id)
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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Spy = Actor.Create("spy", true, { Owner = Greece, Location = SpyJumpOut.Location })
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Spy.DisguiseAsType("e1", USSR)
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Spy.Move(TruckWaypoint5.Location)
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Spy.Infiltrate(Prison)
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Media.PlaySoundNotification(Greece, SpyVoice)
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FollowTruk = false
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if SpecialCameras then
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PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJumpOut.Location })
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else
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PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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end
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Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
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end
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end)
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Trigger.OnEnteredFootprint({ TruckCrash.Location }, function(a, id)
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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Truk.Stop()
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Truk.Kill()
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CrashTower.Kill()
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CrashBarrel.Kill()
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end
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end)
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end
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MissInfiltrated = function()
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for i = 0, 5, 1 do
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local sound = Utils.Random(TanyaVoices)
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Media.PlaySoundNotification(Greece, sound)
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end)
|
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end
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Prison.Attack(Prison)
|
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|
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Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya)
|
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end
|
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|
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FreeTanya = function()
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Prison.Stop()
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Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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Tanya.Demolish(Prison)
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Tanya.Move(Tanya.Location + CVec.New(Utils.RandomInteger(-1, 2), 1))
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GroupPatrol(BridgePatrol, BridgePatrolPath, DateTime.Seconds(7))
|
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|
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if TanyaType == "e7.noautotarget" then
|
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
|
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end)
|
||||
end
|
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|
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local escapeResponse1 = Reinforcements.Reinforce(USSR, { "e1", "e2", "e2" }, { RaxSpawn.Location, TrukWaypoint4.Location })
|
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Utils.Do(escapeResponse1, function(units)
|
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IdleHunt(units)
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
local escapeResponse2 = Reinforcements.Reinforce(USSR, { "e1", "e2", "e2" }, { RaxSpawn.Location, TrukWaypoint4.Location })
|
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Utils.Do(escapeResponse2, function(units)
|
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IdleHunt(units)
|
||||
end)
|
||||
end)
|
||||
|
||||
KillSams = Greece.AddObjective("Destroy all four SAM sites that block\nthe extraction helicopter.")
|
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Trigger.OnKilled(Tanya, function() USSR.MarkCompletedObjective(USSRObj) end)
|
||||
|
||||
if not SpecialCameras and PrisonCamera and PrisonCamera.IsInWorld then
|
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PrisonCamera.Destroy()
|
||||
end
|
||||
end
|
||||
|
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SendReinforcements = function()
|
||||
GreeceReinforcementsArrived = true
|
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Camera.Position = SpyLoadout.CenterPosition
|
||||
Greece.Cash = Greece.Cash + ReinforceCash
|
||||
|
||||
Utils.Do(GreeceReinforcements, function(reinforcements)
|
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Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
|
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end)
|
||||
|
||||
Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
|
||||
|
||||
ActivateAI()
|
||||
end
|
||||
|
||||
ExtractUnits = function(extractionUnit, pos, after)
|
||||
if extractionUnit.IsDead or not extractionUnit.HasPassengers then
|
||||
return
|
||||
end
|
||||
|
||||
extractionUnit.Move(pos)
|
||||
extractionUnit.Destroy()
|
||||
|
||||
Trigger.OnRemovedFromWorld(extractionUnit, after)
|
||||
end
|
||||
|
||||
InitTriggers = function()
|
||||
Trigger.OnInfiltrated(Warfactory, function()
|
||||
if Greece.IsObjectiveCompleted(InfWarfactory) then
|
||||
return
|
||||
elseif Truk.IsDead then
|
||||
if not Greece.IsObjectiveCompleted(MainObj) then
|
||||
USSR.MarkCompletedObjective(USSRObj)
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
Trigger.ClearAll(Spy)
|
||||
Greece.MarkCompletedObjective(InfWarfactory)
|
||||
WarfactoryInfiltrated()
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(Truk, function()
|
||||
if not Greece.IsObjectiveCompleted(InfWarfactory) then
|
||||
Greece.MarkFailedObjective(InfWarfactory)
|
||||
elseif FollowTruk then
|
||||
USSR.MarkCompletedObjective(USSRObj)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnInfiltrated(Prison, function()
|
||||
if Greece.IsObjectiveCompleted(MainObj) then
|
||||
return
|
||||
end
|
||||
|
||||
if not Greece.IsObjectiveCompleted(InfWarfactory) then
|
||||
Media.DisplayMessage("Good work! But next time skip the heroics!", "Battlefield Control")
|
||||
Greece.MarkCompletedObjective(InfWarfactory)
|
||||
end
|
||||
|
||||
if not PrisonCamera then
|
||||
if SpecialCameras then
|
||||
PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJumpOut.Location })
|
||||
else
|
||||
PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
|
||||
end
|
||||
end
|
||||
|
||||
if SpecialCameras and SpyCameraA and not SpyCameraA.IsDead then
|
||||
SpyCameraA.Destroy()
|
||||
SpyCameraB.Destroy()
|
||||
SpyCameraC.Destroy()
|
||||
end
|
||||
|
||||
Trigger.ClearAll(Spy)
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(SamSites, function()
|
||||
Greece.MarkCompletedObjective(KillSams)
|
||||
|
||||
local flare = Actor.Create("flare", true, { Owner = Greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
|
||||
Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
|
||||
Media.PlaySpeechNotification(Greece, "SignalFlare")
|
||||
|
||||
ExtractionHeli = Reinforcements.ReinforceWithTransport(Greece, ExtractionHeliType, nil, ExtractionPath)[1]
|
||||
local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
|
||||
|
||||
Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(USSRObj) end)
|
||||
Trigger.OnRemovedFromWorld(Tanya, function()
|
||||
ExtractUnits(ExtractionHeli, exitPos, function()
|
||||
Media.PlaySpeechNotification(Greece, "TanyaRescued")
|
||||
Greece.MarkCompletedObjective(MainObj)
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||
SendReinforcements()
|
||||
end)
|
||||
|
||||
if PrisonCamera and PrisonCamera.IsInWorld then
|
||||
PrisonCamera.Destroy()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if FollowTruk and not Truk.IsDead then
|
||||
Camera.Position = Truk.CenterPosition
|
||||
end
|
||||
|
||||
if USSR.HasNoRequiredUnits() then
|
||||
Greece.MarkCompletedObjective(KillAll)
|
||||
end
|
||||
|
||||
if GreeceReinforcementsArrived and Greece.HasNoRequiredUnits() then
|
||||
USSR.MarkCompletedObjective(USSRObj)
|
||||
end
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
GoodGuy = Player.GetPlayer("GoodGuy")
|
||||
|
||||
Trigger.OnObjectiveAdded(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
USSRObj = USSR.AddObjective("Deny the Allies.")
|
||||
MainObj = Greece.AddObjective("Rescue Tanya.")
|
||||
KillAll = Greece.AddObjective("Eliminate all Soviet units in this area.")
|
||||
InfWarfactory = Greece.AddObjective("Infiltrate the Soviet warfactory.", "Secondary", false)
|
||||
|
||||
Trigger.OnObjectiveCompleted(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Win")
|
||||
end)
|
||||
|
||||
InitTriggers()
|
||||
SendSpy()
|
||||
ChurchFootprint()
|
||||
|
||||
if Map.LobbyOption("difficulty") == "easy" then
|
||||
TanyaType = "e7"
|
||||
ReinforceCash = 5000
|
||||
USSR.Cash = 8000
|
||||
SpecialCameras = true
|
||||
elseif Map.LobbyOption("difficulty") == "normal" then
|
||||
TanyaType = "e7.noautotarget"
|
||||
ReinforceCash = 2250
|
||||
USSR.Cash = 15000
|
||||
SpecialCameras = true
|
||||
else
|
||||
TanyaType = "e7.noautotarget"
|
||||
ReinforceCash = 1500
|
||||
USSR.Cash = 25000
|
||||
end
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
|
||||
end
|
||||
BIN
mods/ra/maps/allies-05b/map.bin
Normal file
BIN
mods/ra/maps/allies-05b/map.bin
Normal file
Binary file not shown.
BIN
mods/ra/maps/allies-05b/map.png
Normal file
BIN
mods/ra/maps/allies-05b/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
1196
mods/ra/maps/allies-05b/map.yaml
Normal file
1196
mods/ra/maps/allies-05b/map.yaml
Normal file
File diff suppressed because it is too large
Load Diff
11
mods/ra/maps/allies-05b/notifications.yaml
Normal file
11
mods/ra/maps/allies-05b/notifications.yaml
Normal file
@@ -0,0 +1,11 @@
|
||||
Sounds:
|
||||
Notifications:
|
||||
bombit: bombit1
|
||||
laugh: laugh1
|
||||
gotit: gotit1
|
||||
lefty: lefty1
|
||||
keepem: keepem1
|
||||
tuffguy: tuffguy1
|
||||
sking: sking1
|
||||
guyokay: guyokay1
|
||||
dogy: dogy1
|
||||
175
mods/ra/maps/allies-05b/rules.yaml
Normal file
175
mods/ra/maps/allies-05b/rules.yaml
Normal file
@@ -0,0 +1,175 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: allies05b.lua, allies05b-AI.lua, campaign-global.lua
|
||||
MissionData:
|
||||
BriefingVideo: ally5.vqa
|
||||
WinVideo: tanya2.vqa
|
||||
LossVideo: grvestne.vqa
|
||||
StartVideo: tanya1.vqa
|
||||
Briefing: Rescue Tanya.\n\nOnce disguised, your spy can move past any enemy unit, except dogs, without being detected. Direct him into the weapons factory located at a nearby Soviet Base where he will hijack a truck and free Tanya.\n\nWith Tanya's help, take out the air defenses on the island and a Chinook will arrive to rescue her.\n\nThen destroy all remaining Soviet buildings and units.
|
||||
ScriptLobbyDropdown@difficulty:
|
||||
ID: difficulty
|
||||
Label: Difficulty
|
||||
Values:
|
||||
easy: Easy
|
||||
normal: Normal
|
||||
hard: Hard
|
||||
Default: easy
|
||||
|
||||
Camera.Small:
|
||||
Inherits: CAMERA
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
|
||||
TSLA:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
LST.IN:
|
||||
Inherits: LST
|
||||
RejectsOrders:
|
||||
-Buildable:
|
||||
-Selectable:
|
||||
RenderSprites:
|
||||
Image: lst
|
||||
Interactable:
|
||||
|
||||
TRAN:
|
||||
-Selectable:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
Targetable@GROUND:
|
||||
TargetTypes: GroundActor
|
||||
Interactable:
|
||||
|
||||
TRAN.IN:
|
||||
Inherits: TRAN
|
||||
RenderSprites:
|
||||
Image: TRAN
|
||||
Cargo:
|
||||
Types: disabled
|
||||
|
||||
TRUK.mission:
|
||||
Inherits: TRUK
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
WithFacingSpriteBody:
|
||||
-SpawnActorOnDeath:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
ValidRelationships: Ally, Enemy
|
||||
RequiresCondition: hijacked
|
||||
ExternalCondition@hijacked:
|
||||
Condition: hijacked
|
||||
RenderSprites:
|
||||
Image: TRUK
|
||||
|
||||
TRUK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SPY:
|
||||
Infiltrates:
|
||||
Types: Mission Objectives
|
||||
|
||||
WEAP:
|
||||
-InfiltrateForSupportPower:
|
||||
Targetable:
|
||||
TargetTypes: GroundActor, C4, DetonateAttack, Structure
|
||||
|
||||
WEAP.infiltratable:
|
||||
Inherits: WEAP
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
Targetable@Spy:
|
||||
TargetTypes: GroundActor, C4, DetonateAttack, Structure, Mission Objectives
|
||||
RenderSprites:
|
||||
Image: WEAP
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: weap
|
||||
|
||||
MISS:
|
||||
Tooltip:
|
||||
Name: Prison
|
||||
Targetable:
|
||||
TargetTypes: GroundActor, C4, DetonateAttack, Structure, Mission Objectives
|
||||
AttackOmni:
|
||||
Armament:
|
||||
Weapon: PrisonColt
|
||||
|
||||
AFLD:
|
||||
AirstrikePower@spyplane:
|
||||
Prerequisites: ~disabled
|
||||
ParatroopersPower@paratroopers:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FCOM:
|
||||
MustBeDestroyed:
|
||||
|
||||
4TNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MNLY:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
DTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
QTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSLO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSUB:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SS:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
IRON:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
STEK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E6:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
THF:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SHOK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MIG:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
13
mods/ra/maps/allies-05b/weapons.yaml
Normal file
13
mods/ra/maps/allies-05b/weapons.yaml
Normal file
@@ -0,0 +1,13 @@
|
||||
PrisonColt:
|
||||
ValidTargets: Ground, GroundActor
|
||||
ReloadDelay: 7
|
||||
Report: gun5.aud
|
||||
Projectile: InstantHit
|
||||
Warhead@1Dam: SpreadDamage
|
||||
AffectsParent: true
|
||||
ValidTargets: Ground, GroundActor
|
||||
|
||||
Pistol:
|
||||
Range: 5c0
|
||||
Warhead@1Dam: SpreadDamage
|
||||
Damage: 1000
|
||||
Reference in New Issue
Block a user