Added a lua function for paratroopers
This commit is contained in:
@@ -11,6 +11,7 @@
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using OpenRA.Mods.Common.Activities;
|
using OpenRA.Mods.Common.Activities;
|
||||||
using OpenRA.Mods.Common.Traits;
|
using OpenRA.Mods.Common.Traits;
|
||||||
|
using OpenRA.Mods.RA.Traits;
|
||||||
using OpenRA.Scripting;
|
using OpenRA.Scripting;
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
|
|
||||||
@@ -65,4 +66,22 @@ namespace OpenRA.Mods.RA.Scripting
|
|||||||
Self.QueueActivity(new RemoveSelf());
|
Self.QueueActivity(new RemoveSelf());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[ScriptGlobal("Air Support Powers")]
|
||||||
|
public class ParatroopersProperties : ScriptActorProperties, Requires<ParatroopersPowerInfo>
|
||||||
|
{
|
||||||
|
readonly ParatroopersPower pp;
|
||||||
|
|
||||||
|
public ParatroopersProperties(ScriptContext context, Actor self)
|
||||||
|
: base(context, self)
|
||||||
|
{
|
||||||
|
pp = self.TraitsImplementing<ParatroopersPower>().First();
|
||||||
|
}
|
||||||
|
|
||||||
|
[Desc("Activate the actor's Paratroopers Power. Returns the dropped units.")]
|
||||||
|
public Actor[] SendParatroopers(WPos target, bool randomize = true, int facing = 0)
|
||||||
|
{
|
||||||
|
return pp.SendParatroopers(Self, target, randomize, facing);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -61,13 +61,22 @@ namespace OpenRA.Mods.RA.Traits
|
|||||||
{
|
{
|
||||||
base.Activate(self, order, manager);
|
base.Activate(self, order, manager);
|
||||||
|
|
||||||
|
SendParatroopers(self, self.World.Map.CenterOfCell(order.TargetLocation));
|
||||||
|
}
|
||||||
|
|
||||||
|
public Actor[] SendParatroopers(Actor self, WPos target, bool randomize = true, int dropFacing = 0)
|
||||||
|
{
|
||||||
|
var units = new List<Actor>();
|
||||||
|
|
||||||
var info = Info as ParatroopersPowerInfo;
|
var info = Info as ParatroopersPowerInfo;
|
||||||
var dropFacing = Util.QuantizeFacing(self.World.SharedRandom.Next(256), info.QuantizedFacings) * (256 / info.QuantizedFacings);
|
|
||||||
var dropRotation = WRot.FromFacing(dropFacing);
|
if (randomize)
|
||||||
var delta = new WVec(0, -1024, 0).Rotate(dropRotation);
|
dropFacing = Util.QuantizeFacing(self.World.SharedRandom.Next(256), info.QuantizedFacings) * (256 / info.QuantizedFacings);
|
||||||
|
|
||||||
var altitude = self.World.Map.Rules.Actors[info.UnitType].Traits.Get<PlaneInfo>().CruiseAltitude.Range;
|
var altitude = self.World.Map.Rules.Actors[info.UnitType].Traits.Get<PlaneInfo>().CruiseAltitude.Range;
|
||||||
var target = self.World.Map.CenterOfCell(order.TargetLocation) + new WVec(0, 0, altitude);
|
var dropRotation = WRot.FromFacing(dropFacing);
|
||||||
|
var delta = new WVec(0, -1024, 0).Rotate(dropRotation);
|
||||||
|
target = target + new WVec(0, 0, altitude);
|
||||||
var startEdge = target - (self.World.Map.DistanceToEdge(target, -delta) + info.Cordon).Range * delta / 1024;
|
var startEdge = target - (self.World.Map.DistanceToEdge(target, -delta) + info.Cordon).Range * delta / 1024;
|
||||||
var finishEdge = target + (self.World.Map.DistanceToEdge(target, delta) + info.Cordon).Range * delta / 1024;
|
var finishEdge = target + (self.World.Map.DistanceToEdge(target, delta) + info.Cordon).Range * delta / 1024;
|
||||||
|
|
||||||
@@ -84,7 +93,7 @@ namespace OpenRA.Mods.RA.Traits
|
|||||||
{
|
{
|
||||||
camera = w.CreateActor(info.CameraActor, new TypeDictionary
|
camera = w.CreateActor(info.CameraActor, new TypeDictionary
|
||||||
{
|
{
|
||||||
new LocationInit(order.TargetLocation),
|
new LocationInit(self.World.Map.CellContaining(target)),
|
||||||
new OwnerInit(self.Owner),
|
new OwnerInit(self.Owner),
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
@@ -128,6 +137,14 @@ namespace OpenRA.Mods.RA.Traits
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
foreach (var p in info.DropItems)
|
||||||
|
{
|
||||||
|
var unit = self.World.CreateActor(false, p.ToLowerInvariant(),
|
||||||
|
new TypeDictionary { new OwnerInit(self.Owner) });
|
||||||
|
|
||||||
|
units.Add(unit);
|
||||||
|
}
|
||||||
|
|
||||||
self.World.AddFrameEndTask(w =>
|
self.World.AddFrameEndTask(w =>
|
||||||
{
|
{
|
||||||
var notification = self.Owner.IsAlliedWith(self.World.RenderPlayer) ? Info.LaunchSound : Info.IncomingSound;
|
var notification = self.Owner.IsAlliedWith(self.World.RenderPlayer) ? Info.LaunchSound : Info.IncomingSound;
|
||||||
@@ -162,13 +179,13 @@ namespace OpenRA.Mods.RA.Traits
|
|||||||
drop.OnRemovedFromWorld += onExitRange;
|
drop.OnRemovedFromWorld += onExitRange;
|
||||||
|
|
||||||
var cargo = a.Trait<Cargo>();
|
var cargo = a.Trait<Cargo>();
|
||||||
var passengers = info.DropItems.Skip(added).Take(passengersPerPlane);
|
var passengers = units.Skip(added).Take(passengersPerPlane);
|
||||||
added += passengersPerPlane;
|
added += passengersPerPlane;
|
||||||
|
|
||||||
foreach (var p in passengers)
|
foreach (var p in passengers)
|
||||||
cargo.Load(a, self.World.CreateActor(false, p.ToLowerInvariant(),
|
cargo.Load(a, p);
|
||||||
new TypeDictionary { new OwnerInit(a.Owner) }));
|
|
||||||
|
|
||||||
|
a.QueueActivity(new Fly(a, Target.FromPos(target + spawnOffset)));
|
||||||
a.QueueActivity(new Fly(a, Target.FromPos(finishEdge + spawnOffset)));
|
a.QueueActivity(new Fly(a, Target.FromPos(finishEdge + spawnOffset)));
|
||||||
a.QueueActivity(new RemoveSelf());
|
a.QueueActivity(new RemoveSelf());
|
||||||
aircraftInRange.Add(a, false);
|
aircraftInRange.Add(a, false);
|
||||||
@@ -180,8 +197,8 @@ namespace OpenRA.Mods.RA.Traits
|
|||||||
var distance = (target - startEdge).HorizontalLength;
|
var distance = (target - startEdge).HorizontalLength;
|
||||||
|
|
||||||
beacon = new Beacon(
|
beacon = new Beacon(
|
||||||
order.Player,
|
self.Owner,
|
||||||
self.World.Map.CenterOfCell(order.TargetLocation),
|
target,
|
||||||
Info.BeaconPalettePrefix,
|
Info.BeaconPalettePrefix,
|
||||||
Info.BeaconPoster,
|
Info.BeaconPoster,
|
||||||
Info.BeaconPosterPalette,
|
Info.BeaconPosterPalette,
|
||||||
@@ -190,6 +207,8 @@ namespace OpenRA.Mods.RA.Traits
|
|||||||
w.Add(beacon);
|
w.Add(beacon);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
return units.ToArray();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
ProductionUnits = { "e1", "e1", "e2" }
|
ProductionUnits = { "e1", "e1", "e2" }
|
||||||
ProductionBuildings = { USSRBarracks1, USSRBarracks2 }
|
ProductionBuildings = { USSRBarracks1, USSRBarracks2 }
|
||||||
ParatroopersReinforcements = { "e1", "e1", "e1", "e2", "e2" }
|
|
||||||
TransportReinforcements = { "e1", "e1", "e1", "e2", "e2" }
|
TransportReinforcements = { "e1", "e1", "e1", "e2", "e2" }
|
||||||
FirstUSSRBase = { USSRFlameTower1, USSRBarracks1, USSRPowerPlant1, USSRPowerPlant2, USSRConstructionYard1, USSRTechCenter, USSRBaseGuard1, USSRBaseGuard2, USSRBaseGuard3, USSRBaseGuard4, USSRBaseGuard5, USSRBaseGuard6, USSRBaseGuard7, USSRBaseGuard8 }
|
FirstUSSRBase = { USSRFlameTower1, USSRBarracks1, USSRPowerPlant1, USSRPowerPlant2, USSRConstructionYard1, USSRTechCenter, USSRBaseGuard1, USSRBaseGuard2, USSRBaseGuard3, USSRBaseGuard4, USSRBaseGuard5, USSRBaseGuard6, USSRBaseGuard7, USSRBaseGuard8 }
|
||||||
SecondUSSRBase = { USSRBarracks2, USSRKennel, USSRRadarDome, USSRBaseGuard10, USSRBaseGuard11, USSRBaseGuard12, USSRBaseGuard13, USSRBaseGuard14 }
|
SecondUSSRBase = { USSRBarracks2, USSRKennel, USSRRadarDome, USSRBaseGuard10, USSRBaseGuard11, USSRBaseGuard12, USSRBaseGuard13, USSRBaseGuard14 }
|
||||||
@@ -59,14 +58,19 @@ SendAlliedUnits = function()
|
|||||||
Trigger.OnKilled(Tanya, function() player.MarkFailedObjective(TanyaSurvive) end)
|
Trigger.OnKilled(Tanya, function() player.MarkFailedObjective(TanyaSurvive) end)
|
||||||
end
|
end
|
||||||
|
|
||||||
SendUSSRParadrops = function(units, entry, dropzone)
|
SendUSSRParadrops = function()
|
||||||
local plane = Actor.Create("badr", true, { Owner = ussr, Location = entry })
|
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
|
||||||
Utils.Do(units, function(type)
|
local unitsA = powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, 128 + 32)
|
||||||
local unit = Actor.Create(type, false, { Owner = ussr })
|
local unitsB = powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, 128 - 32)
|
||||||
plane.LoadPassenger(unit)
|
|
||||||
|
Utils.Do(unitsA, function(unit)
|
||||||
IdleHunt(unit)
|
IdleHunt(unit)
|
||||||
end)
|
end)
|
||||||
plane.Paradrop(dropzone)
|
Utils.Do(unitsB, function(unit)
|
||||||
|
IdleHunt(unit)
|
||||||
|
end)
|
||||||
|
|
||||||
|
powerproxy.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
SendUSSRWaterTransport = function()
|
SendUSSRWaterTransport = function()
|
||||||
@@ -215,8 +219,7 @@ InitTriggers = function()
|
|||||||
if a.Owner == player and not paradropsTriggered then
|
if a.Owner == player and not paradropsTriggered then
|
||||||
paradropsTriggered = true
|
paradropsTriggered = true
|
||||||
Trigger.RemoveFootprintTrigger(id)
|
Trigger.RemoveFootprintTrigger(id)
|
||||||
SendUSSRParadrops(ParatroopersReinforcements, ParadropTransportEntry1.Location, ParadropLZ.Location)
|
SendUSSRParadrops()
|
||||||
SendUSSRParadrops(ParatroopersReinforcements, ParadropTransportEntry2.Location, ParadropLZ.Location)
|
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
|
Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
|
||||||
|
|||||||
@@ -1304,12 +1304,6 @@ Actors:
|
|||||||
LargeCameraWaypoint: waypoint
|
LargeCameraWaypoint: waypoint
|
||||||
Location: 71,65
|
Location: 71,65
|
||||||
Owner: Neutral
|
Owner: Neutral
|
||||||
ParadropTransportEntry1: waypoint
|
|
||||||
Location: 66,38
|
|
||||||
Owner: Neutral
|
|
||||||
ParadropTransportEntry2: waypoint
|
|
||||||
Location: 85,38
|
|
||||||
Owner: Neutral
|
|
||||||
ParadropLZ: waypoint
|
ParadropLZ: waypoint
|
||||||
Location: 73,57
|
Location: 73,57
|
||||||
Owner: Neutral
|
Owner: Neutral
|
||||||
@@ -1378,6 +1372,9 @@ Rules:
|
|||||||
^Crate:
|
^Crate:
|
||||||
Tooltip:
|
Tooltip:
|
||||||
ShowOwnerRow: false
|
ShowOwnerRow: false
|
||||||
|
powerproxy.paratroopers:
|
||||||
|
ParatroopersPower:
|
||||||
|
DropItems: E1,E1,E1,E2,E2
|
||||||
HACKE6:
|
HACKE6:
|
||||||
Inherits: E6
|
Inherits: E6
|
||||||
-RepairsBridges:
|
-RepairsBridges:
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
if DateTime.IsHalloween then
|
if DateTime.IsHalloween then
|
||||||
UnitTypes = { "ant", "ant", "ant" }
|
UnitTypes = { "ant", "ant", "ant" }
|
||||||
BeachUnitTypes = { "ant", "ant" }
|
BeachUnitTypes = { "ant", "ant" }
|
||||||
ParadropUnitTypes = { "zombie", "zombie", "zombie", "zombie", "zombie" }
|
ProxyType = "powerproxy.parazombies"
|
||||||
ProducedUnitTypes =
|
ProducedUnitTypes =
|
||||||
{
|
{
|
||||||
{ AlliedBarracks1, { "e1", "e3" } },
|
{ AlliedBarracks1, { "e1", "e3" } },
|
||||||
@@ -15,7 +15,7 @@ if DateTime.IsHalloween then
|
|||||||
else
|
else
|
||||||
UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" }
|
UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" }
|
||||||
BeachUnitTypes = { "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4" }
|
BeachUnitTypes = { "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4" }
|
||||||
ParadropUnitTypes = { "e1", "e1", "e2", "e3", "e4" }
|
ProxyType = "powerproxy.paratroopers"
|
||||||
ProducedUnitTypes =
|
ProducedUnitTypes =
|
||||||
{
|
{
|
||||||
{ AlliedBarracks1, { "e1", "e3" } },
|
{ AlliedBarracks1, { "e1", "e3" } },
|
||||||
@@ -83,17 +83,13 @@ InsertAlliedChinookReinforcements = function(entry, hpad)
|
|||||||
end
|
end
|
||||||
|
|
||||||
ParadropSovietUnits = function()
|
ParadropSovietUnits = function()
|
||||||
local lz = Utils.Random(ParadropWaypoints).Location
|
local lz = Utils.Random(ParadropWaypoints)
|
||||||
local start = Map.CenterOfCell(Map.RandomEdgeCell()) + WVec.New(0, 0, Actor.CruiseAltitude("badr"))
|
local units = powerproxy.SendParatroopers(lz.CenterPosition)
|
||||||
local transport = Actor.Create("badr", true, { CenterPosition = start, Owner = soviets, Facing = (Map.CenterOfCell(lz) - start).Facing })
|
|
||||||
|
|
||||||
Utils.Do(ParadropUnitTypes, function(type)
|
Utils.Do(units, function(a)
|
||||||
local a = Actor.Create(type, false, { Owner = soviets })
|
|
||||||
BindActorTriggers(a)
|
BindActorTriggers(a)
|
||||||
transport.LoadPassenger(a)
|
|
||||||
end)
|
end)
|
||||||
|
|
||||||
transport.Paradrop(lz)
|
|
||||||
Trigger.AfterDelay(DateTime.Seconds(35), ParadropSovietUnits)
|
Trigger.AfterDelay(DateTime.Seconds(35), ParadropSovietUnits)
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -139,7 +135,7 @@ speed = 5
|
|||||||
|
|
||||||
Tick = function()
|
Tick = function()
|
||||||
ticks = ticks + 1
|
ticks = ticks + 1
|
||||||
|
|
||||||
local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
|
local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
|
||||||
Camera.Position = viewportOrigin + WVec.New(19200 * math.sin(t), 20480 * math.cos(t), 0)
|
Camera.Position = viewportOrigin + WVec.New(19200 * math.sin(t), 20480 * math.cos(t), 0)
|
||||||
end
|
end
|
||||||
@@ -154,6 +150,7 @@ WorldLoaded = function()
|
|||||||
ShipAlliedUnits()
|
ShipAlliedUnits()
|
||||||
InsertAlliedChinookReinforcements(Chinook1Entry, HeliPad1)
|
InsertAlliedChinookReinforcements(Chinook1Entry, HeliPad1)
|
||||||
InsertAlliedChinookReinforcements(Chinook2Entry, HeliPad2)
|
InsertAlliedChinookReinforcements(Chinook2Entry, HeliPad2)
|
||||||
|
powerproxy = Actor.Create(ProxyType, false, { Owner = soviets })
|
||||||
ParadropSovietUnits()
|
ParadropSovietUnits()
|
||||||
Trigger.AfterDelay(DateTime.Seconds(5), ChronoshiftAlliedUnits)
|
Trigger.AfterDelay(DateTime.Seconds(5), ChronoshiftAlliedUnits)
|
||||||
Utils.Do(ProducedUnitTypes, ProduceUnits)
|
Utils.Do(ProducedUnitTypes, ProduceUnits)
|
||||||
|
|||||||
@@ -1331,6 +1331,15 @@ Rules:
|
|||||||
HP: 200
|
HP: 200
|
||||||
E7:
|
E7:
|
||||||
-Selectable:
|
-Selectable:
|
||||||
|
powerproxy.paratroopers:
|
||||||
|
ParatroopersPower:
|
||||||
|
DisplayBeacon: false
|
||||||
|
DropItems: E1,E1,E2,E3,E4
|
||||||
|
powerproxy.parazombies:
|
||||||
|
ParatroopersPower:
|
||||||
|
DropItems: ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE
|
||||||
|
QuantizedFacings: 8
|
||||||
|
DisplayBeacon: false
|
||||||
|
|
||||||
Sequences:
|
Sequences:
|
||||||
|
|
||||||
|
|||||||
@@ -54,19 +54,16 @@ GroundPatrolUnits =
|
|||||||
{ "apc", "apc", "ftrk" },
|
{ "apc", "apc", "ftrk" },
|
||||||
{ "3tnk", "3tnk" }
|
{ "3tnk", "3tnk" }
|
||||||
}
|
}
|
||||||
Paratroopers = { "e1", "e1", "e1", "e3", "e3" }
|
|
||||||
|
|
||||||
ParadropSovietUnits = function()
|
ParadropSovietUnits = function()
|
||||||
local start = BaseRaidEntrypoint.CenterPosition + WVec.New(0, 0, Actor.CruiseAltitude("badr"))
|
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
|
||||||
local transport = Actor.Create("badr", true, { CenterPosition = start, Owner = soviets, Facing = (Map.CenterOfCell(MCVDeployLocation.Location) - start).Facing })
|
local units = powerproxy.SendParatroopers(MCVDeployLocation.CenterPosition, false, 256 - 53)
|
||||||
|
|
||||||
Utils.Do(Paratroopers, function(type)
|
Utils.Do(units, function(a)
|
||||||
local a = Actor.Create(type, false, { Owner = soviets })
|
Trigger.OnIdle(a, a.Hunt)
|
||||||
transport.LoadPassenger(a)
|
|
||||||
Trigger.OnIdle(a, function(b) b.Hunt() end)
|
|
||||||
end)
|
end)
|
||||||
|
|
||||||
transport.Paradrop(MCVDeployLocation.Location)
|
powerproxy.Destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
AirRaid = function(planeTypes, ingress, egress, target)
|
AirRaid = function(planeTypes, ingress, egress, target)
|
||||||
|
|||||||
@@ -1248,6 +1248,9 @@ Rules:
|
|||||||
GenericVisibility: Enemy, Ally, Neutral
|
GenericVisibility: Enemy, Ally, Neutral
|
||||||
GenericStancePrefix: false
|
GenericStancePrefix: false
|
||||||
ShowOwnerRow: false
|
ShowOwnerRow: false
|
||||||
|
powerproxy.paratroopers:
|
||||||
|
ParatroopersPower:
|
||||||
|
DropItems: E1,E1,E1,E2,E2
|
||||||
CAMERA.sam:
|
CAMERA.sam:
|
||||||
Inherits: CAMERA
|
Inherits: CAMERA
|
||||||
RevealsShroud:
|
RevealsShroud:
|
||||||
|
|||||||
@@ -44,13 +44,12 @@ SovietAttackGroupSize = 5
|
|||||||
SovietInfantryGroupSize = 7
|
SovietInfantryGroupSize = 7
|
||||||
FactoryClearRange = 10
|
FactoryClearRange = 10
|
||||||
ParadropTicks = DateTime.Seconds(30)
|
ParadropTicks = DateTime.Seconds(30)
|
||||||
BadgerPassengers = { "e1", "e1", "e1", "e2", "e2" }
|
|
||||||
ParadropWaypoints =
|
ParadropWaypoints =
|
||||||
{
|
{
|
||||||
{ BadgerEntryPoint1.Location, ParaDrop1.Location },
|
{ 192 + 4, ParaDrop1},
|
||||||
{ BadgerEntryPoint2.Location, ParaDrop2.Location },
|
{ 192 - 4, ParaDrop2},
|
||||||
{ BadgerEntryPoint1.Location, Alliesbase2.Location },
|
{ 192 + 4, Alliesbase2},
|
||||||
{ BadgerEntryPoint2.Location, Alliesbase1.Location }
|
{ 192 - 4, Alliesbase1}
|
||||||
}
|
}
|
||||||
NavalTransportPassengers = { "e1", "e1", "e2", "e4", "e4" }
|
NavalTransportPassengers = { "e1", "e1", "e2", "e4", "e4" }
|
||||||
NavalReinforcementsWaypoints = { NavalWaypoint1, NavalWaypoint2, NavalWaypoint2, NavalWaypoint3 }
|
NavalReinforcementsWaypoints = { NavalWaypoint1, NavalWaypoint2, NavalWaypoint2, NavalWaypoint3 }
|
||||||
@@ -120,13 +119,11 @@ Tick = function()
|
|||||||
end
|
end
|
||||||
|
|
||||||
SendSovietParadrops = function(table)
|
SendSovietParadrops = function(table)
|
||||||
local plane = Actor.Create("badr", true, { Owner = soviets, Location = table[1] })
|
local units = powerproxy.SendParatroopers(table[2].CenterPosition, false, table[1])
|
||||||
Utils.Do(BadgerPassengers, function(type)
|
|
||||||
local unit = Actor.Create(type, false, { Owner = soviets })
|
Utils.Do(units, function(unit)
|
||||||
plane.LoadPassenger(unit)
|
|
||||||
Trigger.OnIdle(unit, unit.Hunt)
|
Trigger.OnIdle(unit, unit.Hunt)
|
||||||
end)
|
end)
|
||||||
plane.Paradrop(table[2])
|
|
||||||
end
|
end
|
||||||
|
|
||||||
SendSovietNavalReinforcements = function()
|
SendSovietNavalReinforcements = function()
|
||||||
@@ -357,6 +354,7 @@ SetupSoviets = function()
|
|||||||
Reinforcements.Reinforce(soviets, Squad1, { AlliesBaseGate1.Location, Alliesbase1.Location })
|
Reinforcements.Reinforce(soviets, Squad1, { AlliesBaseGate1.Location, Alliesbase1.Location })
|
||||||
Reinforcements.Reinforce(soviets, Squad2, { AlliesBaseGate2.Location, Alliesbase2.Location })
|
Reinforcements.Reinforce(soviets, Squad2, { AlliesBaseGate2.Location, Alliesbase2.Location })
|
||||||
|
|
||||||
|
powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
|
||||||
Trigger.AfterDelay(ParadropTicks, function()
|
Trigger.AfterDelay(ParadropTicks, function()
|
||||||
SendSovietParadrops(ParadropWaypoints[1])
|
SendSovietParadrops(ParadropWaypoints[1])
|
||||||
SendSovietParadrops(ParadropWaypoints[2])
|
SendSovietParadrops(ParadropWaypoints[2])
|
||||||
|
|||||||
@@ -329,6 +329,19 @@ powerproxy.sonarpulse:
|
|||||||
EffectSequence: moveflsh
|
EffectSequence: moveflsh
|
||||||
EffectPalette: moveflash
|
EffectPalette: moveflash
|
||||||
|
|
||||||
|
powerproxy.paratroopers:
|
||||||
|
ParatroopersPower:
|
||||||
|
Icon: paratroopers
|
||||||
|
Description: Paratroopers
|
||||||
|
LongDesc: A Badger drops a squad of infantry\nanywhere on the map.
|
||||||
|
DropItems: E1,E1,E1,E3,E3
|
||||||
|
SelectTargetSound: slcttgt1.aud
|
||||||
|
AllowImpassableCells: false
|
||||||
|
QuantizedFacings: 8
|
||||||
|
CameraActor: camera.paradrop
|
||||||
|
DisplayBeacon: true
|
||||||
|
BeaconPoster: pinficon
|
||||||
|
|
||||||
mpspawn:
|
mpspawn:
|
||||||
Immobile:
|
Immobile:
|
||||||
OccupiesSpace: false
|
OccupiesSpace: false
|
||||||
|
|||||||
Reference in New Issue
Block a user