Add Allies07

This commit is contained in:
Smittytron
2018-08-19 10:37:50 -05:00
committed by abcdefg30
parent 288dfdbf03
commit 9fb8f6c6f8
7 changed files with 1405 additions and 0 deletions

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--[[
Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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.
]]
IdlingUnits = { }
AttackGroup = { }
AttackGroupSize = 10
BGAttackGroup = { }
BGAttackGroupSize = 8
SovietAircraftType = { "yak" }
Yaks = { }
SovietInfantry = { "e1", "e2", "e4" }
SovietVehicles =
{
hard = { "3tnk", "3tnk", "v2rl" },
normal = { "3tnk" },
easy = { "3tnk", "apc" }
}
ProductionInterval =
{
easy = DateTime.Seconds(30),
normal = DateTime.Seconds(15),
hard = DateTime.Seconds(5)
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
ParadropDelay = { DateTime.Seconds(30), DateTime.Minutes(1) }
ParadropWaves = 6
ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition }
Paradropped = 0
Paradrop = function()
Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
local units = PowerProxy.SendParatroopers(Utils.Random(ParadropLZs))
Utils.Do(units, function(unit)
Trigger.OnAddedToWorld(unit, IdleHunt)
end)
Paradropped = Paradropped + 1
if Paradropped <= ParadropWaves then
Paradrop()
end
end)
end
SendBGAttackGroup = function()
if #BGAttackGroup < BGAttackGroupSize then
return
end
Utils.Do(BGAttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
BGAttackGroup = { }
end
ProduceBadGuyInfantry = function()
if BadGuyRax.IsDead or BadGuyRax.Owner ~= badguy then
return
end
badguy.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(BGAttackGroup, units[1])
SendBGAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceBadGuyInfantry)
end)
end
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
Utils.Do(AttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
AttackGroup = { }
end
ProduceUSSRInfantry = function()
if USSRRax.IsDead or USSRRax.Owner ~= ussr then
return
end
ussr.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRInfantry)
end)
end
ProduceVehicles = function()
if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= ussr then
return
end
ussr.Build({ Utils.Random(SovietVehicles) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
end)
end
ProduceAircraft = function()
if (Airfield1.IsDead or Airfield1.Owner ~= ussr) and (Airfield2.IsDead or Airfield2.Owner ~= ussr) and (Airfield3.IsDead or Airfield3.Owner ~= ussr) and (Airfield4.IsDead or Airfield4.Owner ~= ussr) then
return
end
ussr.Build(SovietAircraftType, function(units)
local yak = units[1]
Yaks[#Yaks + 1] = yak
Trigger.OnKilled(yak, ProduceAircraft)
local alive = Utils.Where(Yaks, function(y) return not y.IsDead end)
if #alive < 2 then
Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
end
TargetAndAttack(yak)
end)
end
TargetAndAttack = function(yak, target)
if not target or target.IsDead or (not target.IsInWorld) then
local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("Health") and yak.CanTarget(self) end)
if #enemies > 0 then
target = Utils.Random(enemies)
end
end
if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
yak.Attack(target)
else
yak.ReturnToBase()
end
yak.CallFunc(function()
TargetAndAttack(yak, target)
end)
end
ActivateAI = function()
local difficulty = Map.LobbyOption("difficulty")
SovietVehicles = SovietVehicles[difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == ussr and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
Paradrop()
ProduceBadGuyInfantry()
ProduceUSSRInfantry()
ProduceVehicles()
ProduceAircraft()
end

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--[[
Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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.
]]
DestroySubPensTriggerActivator = { Spen1, Spen2, Spen3, Spen4, Spen5 }
ClearSubActivityTriggerActivator = { Sub1, Sub2, Sub3, Sub4, Sub5, Sub6, Sub7, Sub8, Sub9, Sub10, Sub11, Sub12, Sub13, Sub14, Sub15, Sub16, Sub17 }
AlliedGunboats = { "pt", "pt", "pt" }
BeachRifles = { BeachRifle1, BeachRifle2, BeachRifle3, BeachRifle4 }
lstReinforcements =
{
first =
{
actors = { "mcv", "jeep", "2tnk", "2tnk" },
entryPath = { AlliedMCVEntry.Location, Unload1.Location },
exitPath = { AlliedMCVEntry.Location }
},
second =
{
actors = { "jeep", "2tnk", "e1", "e1", "e1" },
entryPath = { AlliedMCVEntry.Location, Unload1.Location },
exitPath = { AlliedMCVEntry.Location }
}
}
if Map.LobbyOption("difficulty") == "easy" then
ActivateAIDelay = DateTime.Minutes(1)
else
ActivateAIDelay = DateTime.Seconds(30)
end
RaidingParty = { "3tnk", "3tnk", "v2rl", "e1", "e2"}
BaseRaidDelay1 = { DateTime.Minutes(1), DateTime.Minutes(2) }
BaseRaidDelay2 = { DateTime.Minutes(3), DateTime.Minutes(4) }
RaidOnePath = { RaidOneEntry.Location, RaidOneLanding.Location }
RaidTwoPath = { RaidTwoEntry.Location, RaidTwoLanding.Location }
StartTimer = false
TimerColor = Player.GetPlayer("USSR").Color
TimerTicks = DateTime.Minutes(10)
ticked = TimerTicks
StartTimerDelay = DateTime.Minutes(5)
InitialAlliedReinforcements = function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Reinforcements.Reinforce(greece, AlliedGunboats, { GunboatEntry.Location, waypoint42.Location }, 2)
Media.PlaySpeechNotification(greece, "ReinforcementsArrived")
local reinforcement = lstReinforcements.first
Reinforcements.ReinforceWithTransport(greece, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
BeachRunners = function()
Trigger.AfterDelay(DateTime.Seconds(7), function()
Utils.Do(BeachRifles, function(actor)
actor.Move(BeachRifleDestination.Location)
end)
end)
end
SecondAlliedLanding = function()
Trigger.AfterDelay(DateTime.Minutes(1), function()
Media.PlaySpeechNotification(greece, "ReinforcementsArrived")
local reinforcement = lstReinforcements.second
Reinforcements.ReinforceWithTransport(greece, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
CaptureRadarDome = function()
Trigger.OnKilled(RadarDome, function()
greece.MarkFailedObjective(CaptureRadarDomeObj)
end)
Trigger.OnCapture(RadarDome, function()
greece.MarkCompletedObjective(CaptureRadarDomeObj)
BaseRaids()
end)
end
BaseRaids = function()
if Map.LobbyOption("difficulty") == "easy" then
return
else
Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay1[1], BaseRaidDelay1[2]), function()
local raiders = Reinforcements.ReinforceWithTransport(ussr, "lst", RaidingParty, RaidOnePath, { RaidOneEntry.Location })[2]
Utils.Do(raiders, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(PlayerBase.Location)
IdleHunt(a)
end)
end)
end)
Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay2[1], BaseRaidDelay2[2]), function()
local raiders = Reinforcements.ReinforceWithTransport(ussr, "lst", RaidingParty, RaidTwoPath, { RaidTwoEntry.Location })[2]
Utils.Do(raiders, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(PlayerBase.Location)
IdleHunt(a)
end)
end)
end)
end
end
StartTimerFunction = function()
if Map.LobbyOption("difficulty") == "hard" then
StartTimer = true
Media.PlaySpeechNotification(greece, "TimerStarted")
end
end
FinishTimer = function()
for i = 0, 5, 1 do
local c = TimerColor
if i % 2 == 0 then
c = HSLColor.White
end
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText("Enemy approaching", c) end)
end
Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
end
BattalionWays =
{
{ HardEntry1.Location, HardLanding1.Location },
{ HardEntry2.Location, HardLanding2.Location },
{ HardEntry3.Location, HardLanding3.Location },
{ HardEntry4.Location, HardLanding4.Location },
{ HardEntry5.Location, HardLanding5.Location },
{ HardEntry6.Location, HardLanding6.Location }
}
SendArmoredBattalion = function()
Media.PlaySpeechNotification(greece, "EnemyUnitsApproaching")
Utils.Do(BattalionWays, function(way)
local units = { "3tnk", "3tnk", "3tnk", "4tnk", "4tnk" }
local armor = Reinforcements.ReinforceWithTransport(ussr, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(armor, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(PlayerBase.Location)
IdleHunt(a)
end)
end)
end)
end
DestroySubPensCompleted = function()
greece.MarkCompletedObjective(DestroySubPens)
end
ClearSubActivityCompleted = function()
greece.MarkCompletedObjective(ClearSubActivity)
end
Tick = function()
ussr.Cash = 5000
badguy.Cash = 500
if StartTimer then
if ticked > 0 then
UserInterface.SetMissionText("Soviet armored battalion arrives in " .. Utils.FormatTime(ticked), TimerColor)
ticked = ticked - 1
elseif ticked == 0 then
FinishTimer()
SendArmoredBattalion()
ticked = ticked - 1
end
end
if greece.HasNoRequiredUnits() then
ussr.MarkCompletedObjective(BeatAllies)
end
end
WorldLoaded = function()
greece = Player.GetPlayer("Greece")
ussr = Player.GetPlayer("USSR")
badguy = Player.GetPlayer("BadGuy")
Camera.Position = DefaultCameraPosition.CenterPosition
CaptureRadarDomeObj = greece.AddPrimaryObjective("Capture the Radar Dome.")
DestroySubPens = greece.AddPrimaryObjective("Destroy all Soviet Sub Pens")
ClearSubActivity = greece.AddSecondaryObjective("Clear the area of all sub activity")
BeatAllies = ussr.AddPrimaryObjective("Defeat the Allied forces.")
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()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(greece, "MissionFailed")
end)
end)
Trigger.OnPlayerWon(greece, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(greece, "MissionAccomplished")
end)
end)
PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
InitialAlliedReinforcements()
SecondAlliedLanding()
BeachRunners()
CaptureRadarDome()
Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
Trigger.AfterDelay(StartTimerDelay, StartTimerFunction)
Trigger.OnAllRemovedFromWorld(DestroySubPensTriggerActivator, DestroySubPensCompleted)
Trigger.OnAllRemovedFromWorld(ClearSubActivityTriggerActivator, ClearSubActivityCompleted)
end

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MapFormat: 11
RequiresMod: ra
Title: 07: Sunken Treasure
Author: Westwood Studios
Tileset: TEMPERAT
MapSize: 128,128
Bounds: 10,44,98,40
Visibility: MissionSelector
Categories: Campaign
LockPreview: True
Players:
PlayerReference@Neutral:
Name: Neutral
OwnsWorld: True
NonCombatant: True
Faction: england
PlayerReference@Creeps:
Name: Creeps
NonCombatant: True
Faction: england
PlayerReference@USSR:
Name: USSR
Faction: soviet
Color: FF1400
Allies: BadGuy
Enemies: England, Greece
PlayerReference@BadGuy:
Name: BadGuy
Faction: soviet
Color: FF1400
Allies: USSR
Enemies: England, Greece
PlayerReference@England:
Name: England
Faction: allies
Color: A0F08C
Allies: Greece
Enemies: USSR, BadGuy
PlayerReference@Greece:
Name: Greece
AllowBots: False
Playable: True
Required: True
LockFaction: True
Faction: allies
LockColor: True
Color: E2E6F6
LockSpawn: True
LockTeam: True
Allies: England
Enemies: USSR, BadGuy
Actors:
Actor0: brik
Location: 75,61
Owner: USSR
Actor1: brik
Location: 76,61
Owner: USSR
Actor2: brik
Location: 77,61
Owner: USSR
Actor3: brik
Location: 75,62
Owner: USSR
Actor4: brik
Location: 76,62
Owner: USSR
Actor5: brik
Location: 77,62
Owner: USSR
Actor6: brik
Location: 47,78
Owner: BadGuy
Actor7: brik
Location: 48,78
Owner: BadGuy
Actor8: brik
Location: 49,78
Owner: BadGuy
Actor9: brik
Location: 50,78
Owner: BadGuy
Actor10: brik
Location: 51,78
Owner: BadGuy
Actor11: brik
Location: 44,82
Owner: BadGuy
Actor12: brik
Location: 45,82
Owner: BadGuy
Actor13: brik
Location: 44,83
Owner: BadGuy
Actor14: brik
Location: 45,83
Owner: BadGuy
Actor15: t07
Location: 62,78
Owner: Neutral
Actor16: t07
Location: 54,79
Owner: Neutral
Actor17: t07
Location: 56,52
Owner: Neutral
Actor18: t06
Location: 45,60
Owner: Neutral
Actor19: t02
Location: 56,59
Owner: Neutral
Actor20: t17
Location: 43,64
Owner: Neutral
Actor21: tc02
Location: 42,58
Owner: Neutral
Actor22: tc03
Location: 28,55
Owner: Neutral
Actor23: tc02
Location: 53,62
Owner: Neutral
Actor24: tc02
Location: 59,66
Owner: Neutral
Actor25: tc01
Location: 61,65
Owner: Neutral
Actor26: t14
Location: 56,74
Owner: Neutral
Actor27: tc04
Location: 57,62
Owner: Neutral
Actor28: t14
Location: 59,75
Owner: Neutral
Actor29: t16
Location: 53,82
Owner: Neutral
Actor30: t17
Location: 59,80
Owner: Neutral
Actor31: t02
Location: 58,76
Owner: Neutral
Actor32: t01
Location: 54,78
Owner: Neutral
Actor33: t10
Location: 45,59
Owner: Neutral
Actor34: t07
Location: 56,60
Owner: Neutral
Actor35: t01
Location: 50,55
Owner: Neutral
Actor36: t02
Location: 47,51
Owner: Neutral
Actor37: t01
Location: 45,57
Owner: Neutral
Actor38: t12
Location: 73,69
Owner: Neutral
Actor39: t16
Location: 70,82
Owner: Neutral
Actor40: t17
Location: 71,78
Owner: Neutral
Actor41: t17
Location: 78,70
Owner: Neutral
Actor42: tc01
Location: 77,69
Owner: Neutral
Actor43: tc02
Location: 75,70
Owner: Neutral
Actor44: tc02
Location: 70,80
Owner: Neutral
Actor45: t07
Location: 71,77
Owner: Neutral
Actor46: t10
Location: 70,75
Owner: Neutral
Actor47: tc02
Location: 34,52
Owner: Neutral
Actor48: tc04
Location: 32,51
Owner: Neutral
Actor49: tc05
Location: 29,53
Owner: Neutral
Actor50: tc05
Location: 90,72
Owner: Neutral
Actor51: t13
Location: 101,82
Owner: Neutral
Actor52: tc04
Location: 33,76
Owner: Neutral
Actor53: t17
Location: 16,46
Owner: Neutral
Actor54: tc01
Location: 94,71
Owner: Neutral
Actor55: tc01
Location: 81,78
Owner: Neutral
Actor56: tc02
Location: 71,71
Owner: Neutral
Actor57: t16
Location: 71,72
Owner: Neutral
Actor58: tc01
Location: 67,77
Owner: Neutral
Actor59: t16
Location: 68,79
Owner: Neutral
Actor60: tc02
Location: 45,67
Owner: Neutral
Actor61: mine
Location: 27,78
Owner: Neutral
Actor62: mine
Location: 22,71
Owner: Neutral
Actor63: mine
Location: 87,71
Owner: Neutral
Actor64: tc01
Location: 49,72
Owner: Neutral
Actor65: proc
Location: 86,63
Owner: USSR
Actor66: proc
Location: 92,62
Owner: USSR
Actor67: tsla
Location: 78,61
Owner: USSR
Actor68: fact
Location: 76,77
Owner: USSR
Actor69: ftur
Location: 74,67
Owner: USSR
Actor70: ftur
Location: 74,62
Owner: USSR
Actor71: kenn
Location: 81,64
Owner: USSR
USSRWarFactory: weap
Location: 83,62
Owner: USSR
RadarDome: dome
Location: 50,79
Owner: BadGuy
USSRRax: barr
Location: 79,62
Owner: USSR
Actor75: stek
Location: 88,55
Owner: USSR
Actor76: apwr
Location: 72,78
Owner: USSR
Actor77: apwr
Location: 86,59
Owner: USSR
Actor78: apwr
Location: 82,59
Owner: USSR
Actor79: apwr
Location: 79,59
Owner: USSR
Airfield1: afld
Location: 83,56
Owner: USSR
Airfield2: afld
Location: 80,56
Owner: USSR
Airfield3: afld
Location: 83,54
Owner: USSR
Airfield4: afld
Location: 80,54
Owner: USSR
Actor84: fact
Location: 89,60
Owner: USSR
Actor85: tsla
Location: 101,82
Owner: USSR
Actor86: tsla
Location: 83,81
Owner: USSR
Actor87: tsla
Location: 93,74
Owner: USSR
Spen1: spen
Location: 95,80
Owner: USSR
Spen2: spen
Location: 91,81
Owner: USSR
Spen3: spen
Location: 90,77
Owner: USSR
Spen4: spen
Location: 86,81
Owner: USSR
Spen5: spen
Location: 85,77
Owner: USSR
Actor93: apwr
Location: 79,81
Owner: USSR
Actor94: apwr
Location: 73,75
Owner: USSR
Actor95: apwr
Location: 76,73
Owner: USSR
Actor96: tsla
Location: 79,54
Owner: USSR
Actor97: apwr
Location: 73,81
Owner: USSR
BGFlameTower: ftur
Location: 46,78
Owner: BadGuy
Actor99: powr
Location: 48,81
Owner: BadGuy
BadGuyRax: barr
Location: 46,79
Owner: BadGuy
Actor101: brl3
Location: 49,79
Owner: BadGuy
Actor102: barl
Location: 48,79
Owner: BadGuy
Actor103: silo
Location: 92,60
Owner: USSR
Actor104: silo
Location: 91,59
Owner: USSR
Actor105: silo
Location: 93,61
Owner: USSR
Actor106: silo
Location: 93,59
Owner: USSR
Actor107: v2rl
Location: 95,60
Owner: USSR
Facing: 191
Actor108: v2rl
Location: 87,56
Owner: USSR
Facing: 223
Actor109: v2rl
Location: 78,54
Owner: USSR
Facing: 31
Actor110: v2rl
Location: 78,67
Owner: USSR
Facing: 63
Actor111: v2rl
Location: 78,62
Owner: USSR
Facing: 63
Actor112: 3tnk
Location: 87,69
Owner: USSR
Facing: 31
Actor113: 3tnk
Location: 84,71
Owner: USSR
Facing: 31
Actor114: v2rl
Location: 94,68
Owner: USSR
Facing: 159
Actor115: jeep
Location: 27,58
Owner: England
Health: 7
Facing: 159
Actor116: 3tnk
Location: 72,67
Owner: USSR
Facing: 95
Actor117: 3tnk
Location: 63,66
Owner: USSR
Facing: 95
Actor118: 3tnk
Location: 43,79
Owner: BadGuy
Facing: 31
Actor119: 3tnk
Location: 47,55
Owner: USSR
Facing: 159
Actor120: v2rl
Location: 89,71
Owner: BadGuy
Facing: 31
Actor121: v2rl
Location: 48,80
Owner: BadGuy
Facing: 31
Actor122: 3tnk
Location: 65,69
Owner: USSR
Facing: 63
Actor123: 3tnk
Location: 69,69
Owner: USSR
Facing: 63
Actor124: 3tnk
Location: 53,56
Owner: USSR
Facing: 95
Actor125: 3tnk
Location: 67,71
Owner: BadGuy
Facing: 31
Actor126: e1
Location: 79,64
Owner: USSR
Facing: 95
SubCell: 4
Actor127: e1
Location: 78,63
Owner: USSR
Facing: 63
SubCell: 0
Actor128: e1
Location: 82,62
Owner: USSR
Facing: 159
SubCell: 0
Actor129: e1
Location: 95,59
Owner: USSR
Facing: 223
SubCell: 2
Actor130: e1
Location: 94,60
Owner: USSR
Facing: 63
SubCell: 2
Actor131: e1
Location: 96,61
Owner: USSR
Facing: 159
SubCell: 1
Actor132: e2
Location: 77,66
Owner: USSR
SubCell: 2
Actor133: e2
Location: 79,61
Owner: USSR
SubCell: 4
Actor134: e2
Location: 80,67
Owner: USSR
SubCell: 2
Actor135: e2
Location: 59,70
Owner: USSR
Facing: 63
SubCell: 2
Actor136: e2
Location: 60,71
Owner: USSR
Facing: 159
SubCell: 4
Actor137: e2
Location: 58,71
Owner: USSR
Facing: 127
SubCell: 4
Actor138: e2
Location: 71,62
Owner: USSR
Facing: 95
SubCell: 0
Actor139: e2
Location: 70,63
Owner: USSR
Facing: 159
SubCell: 4
Actor140: e1
Location: 82,74
Owner: USSR
SubCell: 1
Actor141: e1
Location: 80,72
Owner: USSR
Facing: 95
SubCell: 4
Actor142: e1
Location: 81,76
Owner: USSR
Facing: 223
SubCell: 3
Actor143: e1
Location: 80,77
Owner: USSR
Facing: 63
SubCell: 1
Actor144: e2
Location: 84,74
Owner: USSR
Facing: 223
SubCell: 4
Actor145: e2
Location: 81,77
Owner: USSR
Facing: 159
SubCell: 4
Actor146: e2
Location: 81,75
Owner: USSR
Facing: 191
SubCell: 1
Actor147: e4
Location: 30,61
Owner: USSR
Facing: 95
SubCell: 0
Actor148: e4
Location: 30,59
Owner: USSR
Facing: 31
SubCell: 0
Actor149: e1
Location: 26,58
Owner: England
Health: 61
Facing: 191
SubCell: 0
Actor150: e1
Location: 27,57
Owner: England
Health: 43
Facing: 159
SubCell: 0
Actor151: e1
Location: 26,59
Owner: England
Health: 55
Facing: 159
SubCell: 4
BeachRifle1: e1
Location: 35,55
Owner: BadGuy
Facing: 63
SubCell: 3
BeachRifle2: e1
Location: 33,55
Owner: BadGuy
Facing: 95
SubCell: 4
BeachRifle3: e1
Location: 34,55
Owner: BadGuy
Facing: 31
SubCell: 1
BeachRifle4: e1
Location: 34,56
Owner: BadGuy
Facing: 159
SubCell: 4
Actor156: dog
Location: 82,65
Owner: USSR
Facing: 95
SubCell: 1
Actor157: dog
Location: 86,62
Owner: USSR
Facing: 63
SubCell: 4
Actor158: dog
Location: 80,69
Owner: USSR
Facing: 223
SubCell: 3
Actor159: e2
Location: 40,74
Owner: BadGuy
Facing: 95
SubCell: 0
Actor160: e2
Location: 40,73
Owner: BadGuy
Facing: 223
SubCell: 4
Actor161: e1
Location: 46,74
Owner: BadGuy
Facing: 63
SubCell: 1
Actor162: e1
Location: 45,75
Owner: BadGuy
Facing: 95
SubCell: 2
Actor163: e1
Location: 47,74
Owner: BadGuy
Facing: 159
SubCell: 1
Actor164: e1
Location: 67,66
Owner: USSR
Facing: 95
SubCell: 4
Actor165: e1
Location: 68,70
Owner: USSR
Facing: 63
SubCell: 1
Actor166: e1
Location: 66,68
Owner: USSR
Facing: 95
SubCell: 1
Actor167: e1
Location: 66,66
Owner: USSR
Facing: 63
SubCell: 1
Actor168: e1
Location: 45,81
Owner: BadGuy
SubCell: 1
Actor169: e1
Location: 44,80
Owner: BadGuy
SubCell: 2
Actor170: e2
Location: 47,82
Owner: BadGuy
SubCell: 1
Actor171: e4
Location: 43,81
Owner: BadGuy
SubCell: 4
Actor172: e4
Location: 45,77
Owner: BadGuy
Facing: 223
SubCell: 0
Actor173: e4
Location: 31,60
Owner: USSR
Facing: 63
SubCell: 1
Actor174: dog
Location: 60,80
Owner: USSR
Facing: 223
SubCell: 0
Actor175: e4
Location: 61,63
Owner: BadGuy
Facing: 127
SubCell: 3
Actor176: e4
Location: 66,72
Owner: BadGuy
SubCell: 3
Actor177: e4
Location: 62,67
Owner: BadGuy
Facing: 95
SubCell: 3
Actor178: pt
Location: 13,51
Owner: Greece
Facing: 191
Actor179: pt
Location: 13,55
Owner: Greece
Facing: 191
Sub1: ss
Location: 43,52
Owner: USSR
Facing: 31
Sub2: ss
Location: 39,52
Owner: USSR
Facing: 191
Sub3: ss
Location: 21,53
Owner: USSR
Facing: 63
Sub4: ss
Location: 13,70
Owner: USSR
Sub5: ss
Location: 16,75
Owner: USSR
Facing: 31
Sub6: ss
Location: 66,58
Owner: USSR
Facing: 63
Sub7: ss
Location: 71,54
Owner: USSR
Facing: 31
Sub8: ss
Location: 65,50
Owner: USSR
Facing: 95
Sub9: ss
Location: 103,75
Owner: USSR
Sub10: ss
Location: 101,78
Owner: USSR
Sub11: ss
Location: 98,75
Owner: USSR
Sub12: ss
Location: 95,78
Owner: USSR
Facing: 191
Sub13: ss
Location: 86,46
Owner: USSR
Facing: 63
Sub14: ss
Location: 93,51
Owner: USSR
Facing: 31
Sub15: ss
Location: 101,50
Owner: BadGuy
Facing: 159
Sub16: ss
Location: 99,51
Owner: BadGuy
Facing: 63
Sub17: ss
Location: 99,48
Owner: BadGuy
Facing: 95
AlliedMCVEntry: waypoint
Location: 10,53
Owner: Neutral
waypoint1: waypoint
Location: 14,53
Owner: Neutral
RaidOneLanding: waypoint
Location: 38,57
Owner: Neutral
ParaLZ4: waypoint
Location: 29,79
Owner: Neutral
RaidTwoLanding: waypoint
Location: 20,79
Owner: Neutral
ParaLZ3: waypoint
Location: 24,70
Owner: Neutral
ParaLZ2: waypoint
Location: 49,64
Owner: Neutral
BeachRifleDestination: waypoint
Location: 44,78
Owner: Neutral
RaidTwoEntry: waypoint
Location: 10,75
Owner: Neutral
RaidOneEntry: waypoint
Location: 52,44
Owner: Neutral
PlayerBase: waypoint
Location: 32,61
Owner: Neutral
ParaLZ1: waypoint
Location: 39,63
Owner: Neutral
Unload1: waypoint
Location: 24,57
Owner: Neutral
GunboatEntry: waypoint
Owner: Neutral
Location: 10,54
waypoint42: waypoint
Location: 19,54
Owner: Neutral
DefaultCameraPosition: waypoint
Location: 13,53
Owner: Neutral
HardLanding1: waypoint
Location: 96,69
Owner: Neutral
HardLanding2: waypoint
Owner: Neutral
Location: 98,65
HardLanding3: waypoint
Owner: Neutral
Location: 98,62
HardLanding4: waypoint
Owner: Neutral
Location: 97,58
HardLanding5: waypoint
Owner: Neutral
Location: 93,56
HardLanding6: waypoint
Owner: Neutral
Location: 86,53
HardEntry1: waypoint
Location: 107,74
Owner: Neutral
HardEntry2: waypoint
Owner: Neutral
Location: 107,70
HardEntry3: waypoint
Owner: Neutral
Location: 107,60
HardEntry4: waypoint
Owner: Neutral
Location: 107,55
HardEntry5: waypoint
Owner: Neutral
Location: 107,51
HardEntry6: waypoint
Owner: Neutral
Location: 100,44
SovCamera: camera
Owner: USSR
Location: 33,62
Rules: ra|rules/campaign-rules.yaml, ra|rules/campaign-tooltips.yaml, ra|rules/campaign-palettes.yaml, rules.yaml

View File

@@ -0,0 +1,133 @@
Player:
PlayerResources:
DefaultCash: 4000
World:
LuaScript:
Scripts: allies07.lua, allies07-AI.lua
MissionData:
Briefing: LANDCOM 16 HQS.\nTOP SECRET.\nTO: FIELD COMMANDER A9\n\nINTERCEPTION OF SOVIET COMMUNIQUE INDICATES THEIR IRON CURTAIN RESEARCH WAS SET BACK BY ESPIONAGE. EXCELLENT WORK, COMMANDER!\n\nCOMMUNIQUE WAS TRACED BACK TO SECRET SOVIET BASE IN BORNHOLM. INVESTIGATE POSSIBLE CONNECTION WITH IRON CURTAIN RESEARCH. CAPTURE RADAR CENTER AND DESTROY SUB PRODUCTION CAPABILITY.\n\nCONFIRMATION CODE 1138.\n\nTRANSMISSION ENDS.\n
StartVideo: shorbom1.vqa
WinVideo: shorbom2.vqa
LossVideo: shipsink.vqa
ScriptLobbyDropdown@difficulty:
ID: difficulty
Label: Difficulty
Values:
easy: Easy
normal: Normal
hard: Hard
Default: easy
LST.Reinforcement:
Inherits: LST
RejectsOrders:
-Buildable:
-Selectable:
RenderSprites:
Image: lst
Interactable:
powerproxy.paratroopers:
ParatroopersPower:
DropItems: E1,E1,E1,E2,E2
MCV:
Buildable:
Prerequisites: ~disabled
TRUK:
Buildable:
Prerequisites: ~disabled
MRJ:
Buildable:
Prerequisites: ~disabled
3TNK:
Buildable:
Prerequisites: ~vehicles.soviet
V2RL:
Buildable:
Prerequisites: ~vehicles.soviet
4TNK:
Buildable:
Prerequisites: ~disabled
QTNK:
Buildable:
Prerequisites: ~disabled
APWR:
Buildable:
Prerequisites: ~disabled
AFLD:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
ATEK:
Buildable:
Prerequisites: ~disabled
STEK:
Buildable:
Prerequisites: ~disabled
PDOX:
Buildable:
Prerequisites: ~disabled
IRON:
Buildable:
Prerequisites: ~disabled
MSLO:
Buildable:
Prerequisites: ~disabled
GAP:
Buildable:
Prerequisites: ~disabled
BRIK:
Buildable:
Prerequisites: ~disabled
MECH:
Buildable:
Prerequisites: ~disabled
HIJACKER:
Buildable:
Prerequisites: ~disabled
E7:
Buildable:
Prerequisites: ~disabled
E7.noautotarget:
Buildable:
Prerequisites: ~disabled
MIG:
Buildable:
Prerequisites: ~disabled
CA:
Buildable:
Prerequisites: ~disabled
MSUB:
Buildable:
Prerequisites: ~disabled
SS:
AutoTarget:
InitialStanceAI: AttackAnything

View File

@@ -7,6 +7,7 @@ Allied Campaign:
./mods/ra/maps/allies-05a
./mods/ra/maps/allies-06a
./mods/ra/maps/allies-06b
./mods/ra/maps/allies-07
Soviet Campaign:
./mods/ra/maps/soviet-01
./mods/ra/maps/soviet-02a