added nod03b
Finished off nod03b fixed indentation & inf in front of trees fixed oil derrick
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65
mods/cnc/maps/nod03b/mission.lua
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65
mods/cnc/maps/nod03b/mission.lua
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FirstAttackWave = { "e1", "e1", "e2", }
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SecondAttackWave = { "e1", "e1", "e1", }
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ThirdAttackWave = { "e1", "e1", "e1", "e2", }
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MissionAccomplished = function()
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Mission.MissionOver({ player }, nil, false)
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Media.PlayMovieFullscreen("desflees.vqa")
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end
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MissionFailed = function()
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Mission.MissionOver(nil, { player }, false)
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Media.PlayMovieFullscreen("flag.vqa")
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end
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SendFirstAttackWave = function()
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local wave = Reinforcements.Reinforce(enemy, FirstAttackWave, GDIBarracksSpawn.Location, WP0.Location, 0)
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Utils.Do(wave, function(soldier)
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Actor.Move(soldier, WP1.Location)
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Actor.Move(soldier, WP2.Location)
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Actor.Move(soldier, WP3.Location)
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Actor.Move(soldier, WP4.Location)
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--Actor.Move(soldier, WP5.Location)
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Actor.AttackMove(soldier, PlayerBase.Location)
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end)
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end
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SendSecondAttackWave = function()
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local wave = Reinforcements.Reinforce(enemy, SecondAttackWave, GDIBarracksSpawn.Location, WP0.Location, 0)
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Utils.Do(wave, function(soldier)
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Actor.Move(soldier, WP1.Location)
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Actor.Move(soldier, WP5.Location)
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Actor.Move(soldier, WP6.Location)
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Actor.Move(soldier, WP7.Location)
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Actor.Move(soldier, WP9.Location)
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Actor.AttackMove(soldier, PlayerBase.Location)
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end)
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end
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SendThirdAttackWave = function()
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local wave = Reinforcements.Reinforce(enemy, ThirdAttackWave, GDIBarracksSpawn.Location, WP0.Location, 0)
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Utils.Do(wave, function(soldier)
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Actor.Move(soldier, WP1.Location)
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Actor.Move(soldier, WP2.Location)
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Actor.Move(soldier, WP3.Location)
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Actor.Move(soldier, WP4.Location)
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Actor.AttackMove(soldier, PlayerBase.Location)
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end)
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end
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WorldLoaded = function()
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player = OpenRA.GetPlayer("Nod")
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enemy = OpenRA.GetPlayer("GDI")
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Media.PlayMovieFullscreen("nod3.vqa")
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OpenRA.RunAfterDelay(25 * 40, SendFirstAttackWave)
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OpenRA.RunAfterDelay(25 * 80, SendSecondAttackWave)
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OpenRA.RunAfterDelay(25 * 140, SendThirdAttackWave)
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Actor.OnCaptured(TechCenter, MissionAccomplished)
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Actor.OnKilled(TechCenter, MissionFailed)
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end
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Tick = function()
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if Mission.RequiredUnitsAreDestroyed(player) then
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MissionFailed()
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end
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end
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