Adapt TD missions to TDGunboat refactor
This commit is contained in:
committed by
Oliver Brakmann
parent
94fa24088b
commit
9a25b33beb
@@ -20,11 +20,6 @@ SendNodPatrol = function()
|
||||
end)
|
||||
end
|
||||
|
||||
SetGunboatPath = function(gunboat)
|
||||
gunboat.AttackMove(gunboatLeft.Location)
|
||||
gunboat.AttackMove(gunboatRight.Location)
|
||||
end
|
||||
|
||||
ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
|
||||
local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart })
|
||||
local subcell = 0
|
||||
@@ -97,8 +92,6 @@ WorldLoaded = function()
|
||||
ReinforceWithLandingCraft(MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location)
|
||||
Reinforce(InfantryReinforcements)
|
||||
|
||||
Trigger.OnIdle(Gunboat, function() SetGunboatPath(Gunboat) end)
|
||||
|
||||
SendNodPatrol()
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() Reinforce(InfantryReinforcements) end)
|
||||
|
||||
@@ -375,12 +375,6 @@ Actors:
|
||||
nod3: waypoint
|
||||
Location: 52,52
|
||||
Owner: Neutral
|
||||
gunboatRight: waypoint
|
||||
Location: 61,59
|
||||
Owner: Neutral
|
||||
gunboatLeft: waypoint
|
||||
Location: 35,59
|
||||
Owner: Neutral
|
||||
lstStart: waypoint
|
||||
Location: 54,61
|
||||
Owner: Neutral
|
||||
|
||||
@@ -744,9 +744,6 @@ Actors:
|
||||
GunboatRight: waypoint
|
||||
Owner: Neutral
|
||||
Location: 58,16
|
||||
GunboatLeft: waypoint
|
||||
Owner: Neutral
|
||||
Location: 4,16
|
||||
Gunboat: boat
|
||||
Location: 32,16
|
||||
Owner: GDI
|
||||
|
||||
@@ -18,8 +18,6 @@ GDI2 = { units = { ['e1'] = 10, ['e2'] = 8, ['mtnk'] = 1, ['jeep'] = 1 }, waypoi
|
||||
GDI3 = { units = { ['jeep'] = 1 }, waypoints = { waypoint0.Location, waypoint1.Location, waypoint3.Location, waypoint4.Location, waypoint3.Location, waypoint2.Location, waypoint5.Location, waypoint6.Location, waypoint2.Location, waypoint7.Location } }
|
||||
MTANK = { units = { ['mtnk'] = 1 }, waypoints = { waypoint14.Location, waypoint5.Location } }
|
||||
|
||||
GunboatPatrolPath = { GunboatLeft.Location, GunboatRight.Location }
|
||||
|
||||
targetsKilled = 0
|
||||
|
||||
AutoGuard = function(guards)
|
||||
@@ -107,10 +105,6 @@ SendGuards = function(team)
|
||||
end
|
||||
end
|
||||
|
||||
Trigger.OnKilled(Gunboat, function()
|
||||
GunboatCamera.Destroy()
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIHpad, function()
|
||||
if not player.IsObjectiveCompleted(NodObjective1) then
|
||||
player.MarkFailedObjective(NodObjective1)
|
||||
@@ -155,7 +149,6 @@ WorldLoaded = function()
|
||||
|
||||
Camera.Position = waypoint26.CenterPosition
|
||||
|
||||
GunboatCamera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat.Location })
|
||||
InsertNodUnits()
|
||||
|
||||
SendGuards(GDI1)
|
||||
@@ -182,8 +175,6 @@ WorldLoaded = function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
Trigger.OnIdle(Gunboat, function() Gunboat.Patrol(GunboatPatrolPath) end)
|
||||
|
||||
Trigger.OnDiscovered(GDIBuilding9, DiscoveredMainEntrance)
|
||||
Trigger.OnDiscovered(GDIBuilding10, DiscoveredMainEntrance)
|
||||
Trigger.OnDiscovered(GDIBuilding11, DiscoveredSideEntrance)
|
||||
@@ -196,10 +187,6 @@ WorldLoaded = function()
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if not Gunboat.IsDead then
|
||||
GunboatCamera.Teleport(Gunboat.Location)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
|
||||
enemy.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
|
||||
@@ -115,6 +115,9 @@ HQ:
|
||||
BOAT:
|
||||
Health:
|
||||
HP: 1500
|
||||
RevealsShroud:
|
||||
ValidStances: Ally, Neutral, Enemy
|
||||
Range: 4c0
|
||||
|
||||
TRAN.IN:
|
||||
Inherits: TRAN
|
||||
@@ -125,14 +128,6 @@ TRAN.IN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
Camera.Boat:
|
||||
AlwaysVisible:
|
||||
Mobile:
|
||||
TerrainSpeeds:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
ScriptTriggers:
|
||||
|
||||
HPAD.IN:
|
||||
Inherits: HPAD
|
||||
RenderSprites:
|
||||
|
||||
@@ -729,18 +729,6 @@ Actors:
|
||||
Location: 25,60
|
||||
Owner: GDI
|
||||
Facing: 192
|
||||
GunboatLeft1: waypoint
|
||||
Owner: Neutral
|
||||
Location: 3,59
|
||||
GunboatLeft2: waypoint
|
||||
Owner: Neutral
|
||||
Location: 3,60
|
||||
GunboatRight1: waypoint
|
||||
Owner: Neutral
|
||||
Location: 61,59
|
||||
GunboatRight2: waypoint
|
||||
Owner: Neutral
|
||||
Location: 61,60
|
||||
MoneyCrate: MoneyCrate
|
||||
Owner: Neutral
|
||||
Location: 24,54
|
||||
|
||||
@@ -33,9 +33,6 @@ IntroReinforcements = { "e1", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e
|
||||
|
||||
NodBaseTrigger = { CPos.New(52, 2), CPos.New(52, 3), CPos.New(52, 4), CPos.New(52, 5), CPos.New(52, 6), CPos.New(52, 7), CPos.New(52, 8) }
|
||||
|
||||
Gunboat1PatrolPath = { GunboatLeft1.Location, GunboatRight1.Location }
|
||||
Gunboat2PatrolPath = { GunboatLeft2.Location, GunboatRight2.Location }
|
||||
|
||||
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
|
||||
|
||||
NodBaseCapture = function()
|
||||
@@ -194,13 +191,6 @@ Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(Gunboat1, function()
|
||||
Gunboat1Camera.Destroy()
|
||||
end)
|
||||
Trigger.OnKilled(Gunboat2, function()
|
||||
Gunboat2Camera.Destroy()
|
||||
end)
|
||||
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("Nod")
|
||||
enemy = Player.GetPlayer("GDI")
|
||||
@@ -211,11 +201,6 @@ WorldLoaded = function()
|
||||
StartAI(GDICYard)
|
||||
AutoGuard(enemy.GetGroundAttackers())
|
||||
|
||||
Gunboat1Camera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat1.Location })
|
||||
Gunboat2Camera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat2.Location })
|
||||
Trigger.OnIdle(Gunboat1, function() Gunboat1.Patrol(Gunboat1PatrolPath) end)
|
||||
Trigger.OnIdle(Gunboat2, function() Gunboat2.Patrol(Gunboat2PatrolPath) end)
|
||||
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
@@ -243,14 +228,6 @@ WorldLoaded = function()
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if not Gunboat1.IsDead then
|
||||
Gunboat1Camera.Teleport(Gunboat1.Location)
|
||||
end
|
||||
|
||||
if not Gunboat2.IsDead then
|
||||
Gunboat2Camera.Teleport(Gunboat2.Location)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
|
||||
enemy.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
|
||||
@@ -166,14 +166,9 @@ BOAT:
|
||||
InitialStance: AttackAnything
|
||||
RejectsOrders:
|
||||
Except: Attack
|
||||
|
||||
Camera.Boat:
|
||||
AlwaysVisible:
|
||||
Mobile:
|
||||
TerrainSpeeds:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
ScriptTriggers:
|
||||
ValidStances: Enemy, Neutral, Ally
|
||||
|
||||
FACT.IN:
|
||||
Inherits: FACT
|
||||
|
||||
@@ -842,12 +842,6 @@ Actors:
|
||||
Location: 60,58
|
||||
Owner: GDI
|
||||
Facing: 192
|
||||
GunboatLeft: waypoint
|
||||
Owner: Neutral
|
||||
Location: 1,58
|
||||
GunboatRight: waypoint
|
||||
Owner: Neutral
|
||||
Location: 61,58
|
||||
HelicopterEntryEngineer: waypoint
|
||||
Owner: Neutral
|
||||
Location: 1,3
|
||||
|
||||
@@ -43,8 +43,6 @@ NodBaseTrigger = { CPos.New(9, 52), CPos.New(9, 51), CPos.New(9, 50), CPos.New(9
|
||||
EngineerTrigger = { CPos.New(5, 13), CPos.New(6, 13), CPos.New(7, 13), CPos.New(8, 13), CPos.New(9, 13), CPos.New(10, 13), CPos.New(16, 7), CPos.New(16, 6), CPos.New(16, 5), CPos.New(16, 4), CPos.New(16, 3)}
|
||||
RocketTrigger = { CPos.New(20, 15), CPos.New(21, 15), CPos.New(22, 15), CPos.New(23, 15), CPos.New(24, 15), CPos.New(25, 15), CPos.New(26, 15), CPos.New(32, 15), CPos.New(32, 14), CPos.New(32, 13), CPos.New(32, 12), CPos.New(32, 11)}
|
||||
|
||||
GunboatPatrolPath = { GunboatLeft.Location, GunboatRight.Location }
|
||||
|
||||
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
|
||||
|
||||
CheckForSams = function(player)
|
||||
@@ -215,10 +213,6 @@ Trigger.OnKilledOrCaptured(OutpostProc, function()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(Gunboat, function()
|
||||
GunboatCamera.Destroy()
|
||||
end)
|
||||
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("Nod")
|
||||
enemy = Player.GetPlayer("GDI")
|
||||
@@ -233,9 +227,6 @@ WorldLoaded = function()
|
||||
StartAI(GDICYard)
|
||||
AutoGuard(enemy.GetGroundAttackers())
|
||||
|
||||
GunboatCamera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat.Location })
|
||||
Trigger.OnIdle(Gunboat, function() Gunboat.Patrol(GunboatPatrolPath) end)
|
||||
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
@@ -266,10 +257,6 @@ WorldLoaded = function()
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if not Gunboat.IsDead then
|
||||
GunboatCamera.Teleport(Gunboat.Location)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
|
||||
enemy.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
|
||||
@@ -139,6 +139,9 @@ BOAT:
|
||||
InitialStance: AttackAnything
|
||||
RejectsOrders:
|
||||
Except: Attack
|
||||
RevealsShroud:
|
||||
ValidStances: Ally, Neutral, Enemy
|
||||
Range: 4c0
|
||||
|
||||
TRAN.IN:
|
||||
Inherits: TRAN
|
||||
@@ -149,14 +152,6 @@ TRAN.IN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
Camera.Boat:
|
||||
AlwaysVisible:
|
||||
Mobile:
|
||||
TerrainSpeeds:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
ScriptTriggers:
|
||||
|
||||
NUKEOUT.IN:
|
||||
Inherits: NUKE
|
||||
RenderSprites:
|
||||
|
||||
Reference in New Issue
Block a user