Ported allies05a to lua
This commit is contained in:
240
mods/ra/maps/allies-05a/AI.lua
Normal file
240
mods/ra/maps/allies-05a/AI.lua
Normal file
@@ -0,0 +1,240 @@
|
|||||||
|
|
||||||
|
IdlingUnits = { }
|
||||||
|
AttackGroupSize = 6
|
||||||
|
|
||||||
|
Barracks = { Barracks2, Barracks3 }
|
||||||
|
|
||||||
|
Rallypoints = { VehicleRallypoint1, VehicleRallypoint2, VehicleRallypoint3, VehicleRallypoint4, VehicleRallypoint5 }
|
||||||
|
|
||||||
|
Airfields = { Airfield1, Airfield2 }
|
||||||
|
Yaks = { }
|
||||||
|
|
||||||
|
SovietInfantryTypes = { "e1", "e1", "e2", "e4" }
|
||||||
|
SovietVehicleTypes = { "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "apc" }
|
||||||
|
SovietAircraftType = { "yak" }
|
||||||
|
|
||||||
|
HoldProduction = true
|
||||||
|
BuildVehicles = true
|
||||||
|
TrainInfantry = true
|
||||||
|
|
||||||
|
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
|
||||||
|
|
||||||
|
SetupAttackGroup = function()
|
||||||
|
local units = { }
|
||||||
|
|
||||||
|
for i = 0, AttackGroupSize, 1 do
|
||||||
|
local number = Utils.RandomInteger(1, #IdlingUnits)
|
||||||
|
|
||||||
|
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
|
||||||
|
units[i] = IdlingUnits[number]
|
||||||
|
table.remove(IdlingUnits, number)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return units
|
||||||
|
end
|
||||||
|
|
||||||
|
SendAttack = function()
|
||||||
|
if not Attacking then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
Attacking = false
|
||||||
|
HoldProduction = false
|
||||||
|
|
||||||
|
local units = SetupAttackGroup()
|
||||||
|
Utils.Do(units, function(unit)
|
||||||
|
IdleHunt(unit)
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.AfterDelay(DateTime.Minutes(1), function() Attacking = true end)
|
||||||
|
Trigger.AfterDelay(DateTime.Minutes(2), function() HoldProduction = true end)
|
||||||
|
end
|
||||||
|
|
||||||
|
ProtectHarvester = function(unit)
|
||||||
|
Trigger.OnDamaged(unit, function(self, attacker)
|
||||||
|
-- TODO: Send the Harvester to the service depo
|
||||||
|
|
||||||
|
if AttackOnGoing then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
AttackOnGoing = true
|
||||||
|
|
||||||
|
local Guards = SetupAttackGroup()
|
||||||
|
Utils.Do(Guards, function(unit)
|
||||||
|
if attacker.Location then
|
||||||
|
unit.AttackMove(attacker.Location)
|
||||||
|
end
|
||||||
|
IdleHunt(unit)
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnKilled(unit, function() HarvesterKilled = true end)
|
||||||
|
end
|
||||||
|
|
||||||
|
InitAIUnits = function()
|
||||||
|
IdlingUnits = Map.ActorsInBox(MainBaseTopLeft.CenterPosition, Map.BottomRight, function(self) return self.Owner == ussr and self.HasProperty("Hunt") end)
|
||||||
|
|
||||||
|
local buildings = Map.ActorsInBox(MainBaseTopLeft.CenterPosition, Map.BottomRight, 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)
|
||||||
|
end
|
||||||
|
|
||||||
|
InitAIEconomy = function()
|
||||||
|
ussr.Cash = 6000
|
||||||
|
|
||||||
|
Harvester.FindResources()
|
||||||
|
ProtectHarvester(Harvester)
|
||||||
|
end
|
||||||
|
|
||||||
|
InitProductionBuildings = function()
|
||||||
|
if not Warfactory2.IsDead then
|
||||||
|
Warfactory2.IsPrimaryBuilding = true
|
||||||
|
end
|
||||||
|
Trigger.OnKilled(Warfactory2, function() BuildVehicles = false end)
|
||||||
|
|
||||||
|
if not Barracks2.IsDead then
|
||||||
|
Barracks2.IsPrimaryBuilding = true
|
||||||
|
|
||||||
|
Trigger.OnKilled(Barracks2, function()
|
||||||
|
if not Barracks3.IsDead then
|
||||||
|
Barracks3.IsPrimaryBuilding = true
|
||||||
|
else
|
||||||
|
TrainInfantry = false
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
if not Barracks3.IsDead then
|
||||||
|
Trigger.OnKilled(Barracks3, function() if Barracks2.IsDead then TrainInfantry = false end end)
|
||||||
|
end
|
||||||
|
|
||||||
|
if Map.Difficulty == "Normal" then
|
||||||
|
|
||||||
|
if not Airfield1.IsDead then
|
||||||
|
Trigger.OnKilled(Airfield1, function()
|
||||||
|
if Airfield2.IsDead then
|
||||||
|
AirAttacks = false
|
||||||
|
else
|
||||||
|
Airfield2.IsPrimaryBuilding = true
|
||||||
|
Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
Airfield1.IsPrimaryBuilding = true
|
||||||
|
AirAttacks = true
|
||||||
|
|
||||||
|
elseif not Airfield2.IsDead then
|
||||||
|
Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
|
||||||
|
|
||||||
|
Airfield2.IsPrimaryBuilding = true
|
||||||
|
AirAttacks = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
ProduceInfantry = function()
|
||||||
|
if not TrainInfantry then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
if HoldProduction then
|
||||||
|
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
|
||||||
|
local toBuild = { Utils.Random(SovietInfantryTypes) }
|
||||||
|
ussr.Build(toBuild, function(unit)
|
||||||
|
IdlingUnits[#IdlingUnits + 1] = unit[1]
|
||||||
|
Trigger.AfterDelay(delay, ProduceInfantry)
|
||||||
|
|
||||||
|
if #IdlingUnits >= (AttackGroupSize * 2.5) then
|
||||||
|
SendAttack()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
ProduceVehicles = function()
|
||||||
|
if not BuildVehicles then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
if HoldProduction then
|
||||||
|
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local delay = Utils.RandomInteger(DateTime.Seconds(5), DateTime.Seconds(9))
|
||||||
|
if HarvesterKilled then
|
||||||
|
HarvesterKilled = false
|
||||||
|
ussr.Build({ "harv" }, function(harv)
|
||||||
|
harv[1].FindResources()
|
||||||
|
ProtectHarvester(harv[1])
|
||||||
|
Trigger.AfterDelay(delay, ProduceVehicles)
|
||||||
|
end)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
Warfactory2.RallyPoint = Utils.Random(Rallypoints).Location
|
||||||
|
local toBuild = { Utils.Random(SovietVehicleTypes) }
|
||||||
|
ussr.Build(toBuild, function(unit)
|
||||||
|
IdlingUnits[#IdlingUnits + 1] = unit[1]
|
||||||
|
Trigger.AfterDelay(delay, ProduceVehicles)
|
||||||
|
|
||||||
|
if #IdlingUnits >= (AttackGroupSize * 2.5) then
|
||||||
|
SendAttack()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
ProduceAircraft = function()
|
||||||
|
if not AirAttacks then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
ussr.Build(SovietAircraftType, function(units)
|
||||||
|
Yaks[#Yaks + 1] = units[1]
|
||||||
|
|
||||||
|
if #Yaks == 2 then
|
||||||
|
Trigger.OnKilled(units[1], ProduceAircraft)
|
||||||
|
else
|
||||||
|
Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
|
||||||
|
end
|
||||||
|
|
||||||
|
local target = nil
|
||||||
|
Trigger.OnIdle(units[1], function()
|
||||||
|
if not target or target.IsDead or (not target.IsInWorld) then
|
||||||
|
|
||||||
|
local enemies = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == greece and self.HasProperty("Health") end)
|
||||||
|
if #enemies > 0 then
|
||||||
|
target = Utils.Random(enemies)
|
||||||
|
units[1].Attack(target)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
units[1].Attack(target)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
ActivateAI = function()
|
||||||
|
|
||||||
|
InitAIUnits()
|
||||||
|
InitAIEconomy()
|
||||||
|
InitProductionBuildings()
|
||||||
|
|
||||||
|
Trigger.AfterDelay(DateTime.Minutes(5), function()
|
||||||
|
ProduceInfantry()
|
||||||
|
ProduceVehicles()
|
||||||
|
if AirAttacks then
|
||||||
|
Trigger.AfterDelay(DateTime.Minutes(3), ProduceAircraft)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
276
mods/ra/maps/allies-05a/allies05a.lua
Normal file
276
mods/ra/maps/allies-05a/allies05a.lua
Normal file
@@ -0,0 +1,276 @@
|
|||||||
|
if Map.Difficulty == "Easy" then
|
||||||
|
TanyaType = "e7"
|
||||||
|
ReinforceCash = 5000
|
||||||
|
HoldAITime = DateTime.Minutes(3)
|
||||||
|
else
|
||||||
|
TanyaType = "e7.noautotarget"
|
||||||
|
ChangeStance = true
|
||||||
|
ReinforceCash = 2500
|
||||||
|
HoldAITime = DateTime.Minutes(2)
|
||||||
|
end
|
||||||
|
|
||||||
|
SpyType = { "spy" }
|
||||||
|
SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
|
||||||
|
InsertionTransport = "lst"
|
||||||
|
TrukPath = { TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4, TrukWaypoint5, TrukWaypoint6 }
|
||||||
|
ExtractionHeliType = "tran"
|
||||||
|
ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
|
||||||
|
|
||||||
|
GreeceReinforcements =
|
||||||
|
{
|
||||||
|
{ { "2tnk", "2tnk", "2tnk", "arty", "arty" }, { SpyEntry.Location, SpyLoadout.Location } },
|
||||||
|
{ { "e3", "e3", "e3", "e6", "e6" }, { SpyEntry.Location, GreeceLoadout1.Location } },
|
||||||
|
{ { "jeep", "jeep", "e1", "e1", "2tnk" }, { SpyEntry.Location, GreeceLoadout2.Location } }
|
||||||
|
}
|
||||||
|
|
||||||
|
DogPatrol = { Dog1, Dog2 }
|
||||||
|
PatrolA = { PatrolA1, PatrolA2, PatrolA3, PatrolA4, PatrolA5 }
|
||||||
|
PatrolB = { PatrolB1, PatrolB2, PatrolB3 }
|
||||||
|
|
||||||
|
DogPatrolPath = { DogPatrolRally1.Location, DogPatrolRally2.Location, DogPatrolRally3.Location }
|
||||||
|
PatrolAPath = { PatrolRally.Location, PatrolARally1.Location, PatrolARally2.Location, PatrolARally3.Location }
|
||||||
|
PatrolBPath = { PatrolBRally1.Location, PatrolBRally2.Location, PatrolBRally3.Location, PatrolRally.Location }
|
||||||
|
|
||||||
|
TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
|
||||||
|
SamSites = { Sam1, Sam2, Sam3, Sam4 }
|
||||||
|
|
||||||
|
GroupPatrol = function(units, waypoints, delay)
|
||||||
|
local i = 1
|
||||||
|
local stop = false
|
||||||
|
|
||||||
|
Utils.Do(units, function(unit)
|
||||||
|
Trigger.OnIdle(unit, function()
|
||||||
|
if stop then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
if unit.Location == waypoints[i] then
|
||||||
|
local bool = Utils.All(units, function(actor) return actor.IsIdle end)
|
||||||
|
|
||||||
|
if bool then
|
||||||
|
stop = true
|
||||||
|
|
||||||
|
i = i + 1
|
||||||
|
if i > #waypoints then
|
||||||
|
i = 1
|
||||||
|
end
|
||||||
|
|
||||||
|
Trigger.AfterDelay(delay, function() stop = false end)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
unit.AttackMove(waypoints[i])
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
Tick = function()
|
||||||
|
if FollowTruk then
|
||||||
|
TrukCamera.Teleport(Truk.Location)
|
||||||
|
end
|
||||||
|
|
||||||
|
if ussr.HasNoRequiredUnits() then
|
||||||
|
greece.MarkCompletedObjective(KillAll)
|
||||||
|
end
|
||||||
|
|
||||||
|
if GreeceReinforcementsArrived and greece.HasNoRequiredUnits() then
|
||||||
|
ussr.MarkCompletedObjective(ussrObj)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
SendReinforcements = function()
|
||||||
|
GreeceReinforcementsArrived = true
|
||||||
|
Camera.Position = ReinforceCamera.CenterPosition
|
||||||
|
greece.Cash = greece.Cash + ReinforceCash
|
||||||
|
|
||||||
|
Utils.Do(GreeceReinforcements, function(reinforceTable)
|
||||||
|
Reinforcements.ReinforceWithTransport(greece, InsertionTransport, reinforceTable[1], reinforceTable[2], { SpyEntry.Location })
|
||||||
|
end)
|
||||||
|
|
||||||
|
ActivateAI()
|
||||||
|
end
|
||||||
|
|
||||||
|
ExtractTanya = function()
|
||||||
|
if ExtractionHeli.IsDead or not ExtractionHeli.HasPassengers then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
ExtractionHeli.Move(CPos.New(ExtractionPath[1].X, ExtractionHeli.Location.Y))
|
||||||
|
ExtractionHeli.Destroy()
|
||||||
|
|
||||||
|
greece.MarkCompletedObjective(mainObj)
|
||||||
|
SendReinforcements()
|
||||||
|
PrisonCamera.Destroy()
|
||||||
|
end
|
||||||
|
|
||||||
|
WarfactoryInfiltrated = function()
|
||||||
|
FollowTruk = true
|
||||||
|
TrukCamera = Actor.Create("camera.truk", true, { Owner = greece, Location = Truk.Location })
|
||||||
|
|
||||||
|
Truk.Wait(DateTime.Seconds(1))
|
||||||
|
Utils.Do(TrukPath, function(waypoint)
|
||||||
|
Truk.Move(waypoint.Location)
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||||
|
SpyCameraA.Destroy()
|
||||||
|
SpyCameraB.Destroy()
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
MissInfiltrated = function()
|
||||||
|
CloakProvider.Destroy()
|
||||||
|
|
||||||
|
for i = 0, 5, 1 do
|
||||||
|
local sound = Utils.Random(TanyaVoices)
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(i), function()
|
||||||
|
Media.PlaySoundNotification(greece, sound)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
TanyasColt = Actor.Create("Colt", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 6) })
|
||||||
|
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya)
|
||||||
|
end
|
||||||
|
|
||||||
|
FreeTanya = function()
|
||||||
|
TanyasColt.Destroy()
|
||||||
|
Tanya = Actor.Create(TanyaType, true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) })
|
||||||
|
Prison.Kill()
|
||||||
|
Tanya.Scatter()
|
||||||
|
|
||||||
|
if ChangeStance then
|
||||||
|
Tanya.Stance = "HoldFire"
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||||
|
Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end)
|
||||||
|
|
||||||
|
KillSams = greece.AddPrimaryObjective("Destroy all four SAM Sites that block\nthe extraction helicopter.")
|
||||||
|
end
|
||||||
|
|
||||||
|
SendSpy = function()
|
||||||
|
Camera.Position = SpyEntry.CenterPosition
|
||||||
|
Spy = Reinforcements.ReinforceWithTransport(greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
|
||||||
|
|
||||||
|
Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
|
||||||
|
|
||||||
|
SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location })
|
||||||
|
SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location })
|
||||||
|
end
|
||||||
|
|
||||||
|
ActivatePatrols = function()
|
||||||
|
GroupPatrol(DogPatrol, DogPatrolPath, DateTime.Seconds(2))
|
||||||
|
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||||
|
GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(7))
|
||||||
|
GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(6))
|
||||||
|
end)
|
||||||
|
|
||||||
|
local units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == soviets and self.HasProperty("AutoTarget") end)
|
||||||
|
Utils.Do(units, function(unit)
|
||||||
|
unit.Stance = "Defend"
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
InitTriggers = function()
|
||||||
|
Trigger.OnInfiltrated(Warfactory, function()
|
||||||
|
Trigger.ClearAll(Spy)
|
||||||
|
greece.MarkCompletedObjective(infWarfactory)
|
||||||
|
WarfactoryInfiltrated()
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnInfiltrated(Prison, function()
|
||||||
|
Trigger.ClearAll(Spy)
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnEnteredFootprint({ TrukWaypoint5.Location }, function(a, id)
|
||||||
|
if a == Truk then
|
||||||
|
Trigger.RemoveFootprintTrigger(id)
|
||||||
|
|
||||||
|
CloakProvider = Actor.Create("CloakUpgrade", true, { Owner = greece, Location = Prison.Location })
|
||||||
|
|
||||||
|
Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
|
||||||
|
Spy.Move(SpyWaypoint.Location)
|
||||||
|
Spy.Move(Prison.Location, 3)
|
||||||
|
|
||||||
|
FollowTruk = false
|
||||||
|
TrukCamera.Destroy()
|
||||||
|
PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
|
||||||
|
|
||||||
|
Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnEnteredFootprint({ TrukWaypoint6.Location }, function(a, id)
|
||||||
|
if a == Truk then
|
||||||
|
Trigger.RemoveFootprintTrigger(id)
|
||||||
|
Truk.Stop()
|
||||||
|
Truk.Kill()
|
||||||
|
ExplosiveBarrel.Kill()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnKilled(Mammoth, function()
|
||||||
|
Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
|
||||||
|
Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnKilled(FlameBarrel, function()
|
||||||
|
if not FlameTower.IsDead then
|
||||||
|
FlameTower.Kill()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnKilled(SamBarrel, Sam1.Kill)
|
||||||
|
|
||||||
|
Trigger.OnAllKilled(SamSites, function()
|
||||||
|
greece.MarkCompletedObjective(KillSams)
|
||||||
|
|
||||||
|
local flare = Actor.Create("flare", true, { Owner = greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
|
||||||
|
Media.PlaySpeechNotification(greece, "SignalFlare")
|
||||||
|
ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
|
||||||
|
|
||||||
|
Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end)
|
||||||
|
Trigger.OnRemovedFromWorld(Tanya, ExtractTanya)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
InitObjectives = function()
|
||||||
|
Trigger.OnObjectiveAdded(greece, function(p, id)
|
||||||
|
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||||
|
end)
|
||||||
|
|
||||||
|
ussrObj = ussr.AddPrimaryObjective("Deny the allies.")
|
||||||
|
mainObj = greece.AddPrimaryObjective("Rescue Tanya.")
|
||||||
|
KillAll = greece.AddPrimaryObjective("Eliminate all soviet units in this area.")
|
||||||
|
infWarfactory = greece.AddPrimaryObjective("Infiltrate the soviet warfactory")
|
||||||
|
|
||||||
|
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()
|
||||||
|
Media.PlaySpeechNotification(player, "Lose")
|
||||||
|
end)
|
||||||
|
Trigger.OnPlayerWon(greece, function()
|
||||||
|
Media.PlaySpeechNotification(player, "Win")
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
WorldLoaded = function()
|
||||||
|
greece = Player.GetPlayer("Greece")
|
||||||
|
ussr = Player.GetPlayer("USSR")
|
||||||
|
|
||||||
|
InitObjectives()
|
||||||
|
InitTriggers()
|
||||||
|
SendSpy()
|
||||||
|
|
||||||
|
Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
|
||||||
|
end
|
||||||
BIN
mods/ra/maps/allies-05a/map.bin
Normal file
BIN
mods/ra/maps/allies-05a/map.bin
Normal file
Binary file not shown.
BIN
mods/ra/maps/allies-05a/map.png
Normal file
BIN
mods/ra/maps/allies-05a/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
1831
mods/ra/maps/allies-05a/map.yaml
Normal file
1831
mods/ra/maps/allies-05a/map.yaml
Normal file
File diff suppressed because it is too large
Load Diff
@@ -3,6 +3,7 @@ Allied Campaign:
|
|||||||
./mods/ra/maps/allies-02
|
./mods/ra/maps/allies-02
|
||||||
./mods/ra/maps/allies-03a
|
./mods/ra/maps/allies-03a
|
||||||
./mods/ra/maps/allies-03b
|
./mods/ra/maps/allies-03b
|
||||||
|
./mods/ra/maps/allies-05a
|
||||||
Soviet Campaign:
|
Soviet Campaign:
|
||||||
./mods/ra/maps/soviet-01
|
./mods/ra/maps/soviet-01
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user