Merge pull request #11090 from Mailaender/gdi07

Added Tiberian Dawn mission GDI 07
This commit is contained in:
reaperrr
2016-06-04 22:59:09 +02:00
8 changed files with 1391 additions and 0 deletions

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@@ -33,6 +33,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
mods\cnc\maps\gdi05a\gdi05a.lua = mods\cnc\maps\gdi05a\gdi05a.lua
mods\cnc\maps\gdi05b\gdi05b.lua = mods\cnc\maps\gdi05b\gdi05b.lua
mods\cnc\maps\gdi06\gdi06.lua = mods\cnc\maps\gdi06\gdi06.lua
mods\cnc\maps\gdi07\gdi07.lua = mods\cnc\maps\gdi07\gdi07.lua
mods\cnc\maps\nod01\nod01.lua = mods\cnc\maps\nod01\nod01.lua
mods\cnc\maps\nod02a\nod02a.lua = mods\cnc\maps\nod02a\nod02a.lua
mods\cnc\maps\nod02b\nod02b.lua = mods\cnc\maps\nod02b\nod02b.lua

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@@ -0,0 +1,205 @@
InfantryReinforcements = { "e1", "e1", "e2" }
JeepReinforcements = { "jeep" }
TankReinforcements = { "mtnk" }
BaseReinforcements = { "mcv" }
GDIBaseBuildings = { "pyle", "fact", "nuke", "hq", "weap" }
SamSites = { sam1, sam2, sam3, sam4 }
NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard }
HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 }
ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
local transport = Actor.Create("oldlst", true, { Owner = GDI, Facing = 0, Location = transportStart })
local subcell = 0
Utils.Do(units, function(a)
transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
subcell = subcell + 1
end)
transport.ScriptedMove(transportUnload)
Media.PlaySpeechNotification(player, "Reinforce")
transport.CallFunc(function()
Utils.Do(units, function()
local a = transport.UnloadPassenger()
a.IsInWorld = true
a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
if rallypoint ~= nil then
a.Move(rallypoint)
end
end)
end)
transport.Wait(5)
transport.ScriptedMove(transportStart)
transport.Destroy()
end
CheckForBase = function(player)
local buildings = 0
Utils.Do(GDIBaseBuildings, function(name)
if #GDI.GetActorsByType(name) > 0 then
buildings = buildings + 1
end
end)
return buildings == #GDIBaseBuildings
end
SendReinforcements = function()
Trigger.AfterDelay(DateTime.Seconds(20), function()
ReinforceWithLandingCraft(BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
ReinforceWithLandingCraft(TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
ReinforceWithLandingCraft(TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
ReinforceWithLandingCraft(JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location)
end)
ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
end
AttackPlayer = function()
Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
atk1Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk1Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
unit.Move(waypoint8.Location)
unit.Move(waypoint9.Location)
unit.Move(waypoint10.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
atk2Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk2Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.Hunt()
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
atk3Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk3Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
unit.Move(waypoint8.Location)
unit.Move(waypoint9.Location)
unit.Move(waypoint10.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
atk4Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk4Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy'))
Utils.Do(atk5Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.Hunt()
end)
end)
Utils.Do(NodBase, function(actor)
Trigger.OnRemovedFromWorld(actor, function()
Utils.Do(Nod.GetGroundAttackers(Nod), function(unit)
unit.Hunt()
end)
end)
end)
Utils.Do(HiddenNodUnits, function(actor)
actor.Hunt()
end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Camera.Position = spawnpoint2.CenterPosition
Trigger.OnObjectiveAdded(GDI, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(GDI, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(GDI, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(GDI, function()
Media.PlaySpeechNotification(Nod, "Win")
end)
Trigger.OnPlayerLost(GDI, function()
Media.PlaySpeechNotification(Nod, "Lose")
end)
gdiMainObjective = GDI.AddPrimaryObjective("Destroy remaining Nod structures and units.")
gdiBaseObjective = GDI.AddSecondaryObjective("Build up a base.")
nodObjective = Nod.AddPrimaryObjective("Kill all enemies!")
SendReinforcements()
gdiAirSupportObjective = GDI.AddSecondaryObjective("Destroy the SAM sites to receive air support.")
Trigger.OnAllKilled(SamSites, function()
GDI.MarkCompletedObjective(gdiAirSupportObjective)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
AttackPlayer()
end
Tick = function()
if DateTime.GameTime > DateTime.Seconds(5) then
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(nodObjective)
end
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(gdiMainObjective)
end
if not GDI.IsObjectiveCompleted(gdiBaseObjective) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase() then
GDI.MarkCompletedObjective(gdiBaseObjective)
end
end
end

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mods/cnc/maps/gdi07/map.yaml Normal file

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@@ -0,0 +1,146 @@
World:
LuaScript:
Scripts: gdi07.lua
MissionData:
Briefing: Previous mission objective not complete.\nAirfield was to be targeted. \n\nNew objective: Build up a base and Destroy remaining Nod structures and units.\n\nReinforcements will be provided.
BriefingVideo: gdi7.vqa
StartVideo: turtkill.vqa
WinVideo: pintle.vqa
LossVideo: gameover.vqa
SBAG:
Buildable:
Prerequisites: ~disabled
ATWR:
Buildable:
Prerequisites: ~disabled
CYCL:
Buildable:
Prerequisites: ~disabled
NUK2:
Buildable:
Prerequisites: ~disabled
FIX:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
BRIK:
Buildable:
Prerequisites: ~disabled
EYE:
Buildable:
Prerequisites: ~disabled
GUN:
Buildable:
Prerequisites: ~disabled
OBLI:
Buildable:
Prerequisites: ~disabled
TMPL:
Buildable:
Prerequisites: ~disabled
E3:
Buildable:
Prerequisites: ~disabled
HTNK:
Buildable:
Prerequisites: ~disabled
TRAN:
Buildable:
Prerequisites: ~disabled
ORCA:
Buildable:
Prerequisites: ~disabled
RMBO:
Buildable:
Prerequisites: ~disabled
MSAM:
Buildable:
Prerequisites: ~disabled
MCV:
Buildable:
Prerequisites: ~disabled
BOAT:
Buildable:
Prerequisites: ~disabled
LST:
Buildable:
Prerequisites: ~disabled
FTNK:
Buildable:
Prerequisites: ~disabled
STNK:
Buildable:
Prerequisites: ~disabled
ARTY:
Buildable:
Prerequisites: ~disabled
HELI:
Buildable:
Prerequisites: ~disabled
E5:
Buildable:
Prerequisites: ~disabled
MLRS:
Buildable:
Prerequisites: ~disabled
OLDLST:
Inherits: LST
-WithRoof:
-Selectable:
RejectsOrders:
Cargo:
Types: disabled
HQ:
Tooltip:
Description: Provides an overview of the battlefield.\n Requires power to operate.
-AirstrikePower:
airstrike.proxy:
AlwaysVisible:
AirstrikePower:
Icon: airstrike
StartFullyCharged: True
ChargeTime: 120
SquadSize: 3
QuantizedFacings: 8
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
EndChargeSound: airredy1.aud
SelectTargetSound: select1.aud
InsufficientPowerSound: nopower1.aud
IncomingSound: enemya.aud
UnitType: a10
DisplayBeacon: True
BeaconPoster: airstrike
DisplayRadarPing: True
CameraActor: camera

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@@ -0,0 +1,7 @@
oldlst:
idle: lst
Start: 0
Facings: 1
ZOffset: -1024
icon: lsticnh.tem
AddExtension: False

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@@ -8,6 +8,7 @@ GDI Campaign:
./mods/cnc/maps/gdi05a
./mods/cnc/maps/gdi05b
./mods/cnc/maps/gdi06
./mods/cnc/maps/gdi07
Nod Campaign:
./mods/cnc/maps/nod01