@@ -33,6 +33,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
|
||||
mods\cnc\maps\gdi04c\gdi04c.lua = mods\cnc\maps\gdi04c\gdi04c.lua
|
||||
mods\cnc\maps\gdi05a\gdi05a.lua = mods\cnc\maps\gdi05a\gdi05a.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\nod03a\nod03a.lua = mods\cnc\maps\nod03a\nod03a.lua
|
||||
mods\cnc\maps\nod03b\nod03b.lua = mods\cnc\maps\nod03b\nod03b.lua
|
||||
mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua
|
||||
|
||||
BIN
mods/cnc/maps/nod02a/map.bin
Normal file
BIN
mods/cnc/maps/nod02a/map.bin
Normal file
Binary file not shown.
BIN
mods/cnc/maps/nod02a/map.png
Normal file
BIN
mods/cnc/maps/nod02a/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 42 KiB |
360
mods/cnc/maps/nod02a/map.yaml
Normal file
360
mods/cnc/maps/nod02a/map.yaml
Normal file
@@ -0,0 +1,360 @@
|
||||
MapFormat: 7
|
||||
|
||||
RequiresMod: cnc
|
||||
|
||||
Title: Invasion of Egypt (a)
|
||||
|
||||
Description: GDI has kept a stranglehold on Egypt for many years. Set up a forward attack base in your area. To do this you must select your Mobile Construction Vehicle (MCV) and right click on it. From here you can begin to build a base. This area contains plenty of Tiberium, so establishing the base should be easy.
|
||||
|
||||
Author: Westwood Studios
|
||||
|
||||
Tileset: DESERT
|
||||
|
||||
MapSize: 64,64
|
||||
|
||||
Bounds: 27,34,36,26
|
||||
|
||||
Visibility: MissionSelector
|
||||
|
||||
Type: Campaign
|
||||
|
||||
Videos:
|
||||
Briefing: nod2.vqa
|
||||
GameLost: deskill.vqa
|
||||
GameWon: airstrk.vqa
|
||||
GameStart: seige.vqa
|
||||
|
||||
Options:
|
||||
Crates: False
|
||||
Creeps: False
|
||||
Fog: True
|
||||
Shroud: True
|
||||
AllyBuildRadius: False
|
||||
FragileAlliances: False
|
||||
StartingCash: 4000
|
||||
ConfigurableStartingUnits: False
|
||||
ShortGame: False
|
||||
|
||||
Players:
|
||||
PlayerReference@GDI:
|
||||
Name: GDI
|
||||
Race: gdi
|
||||
ColorRamp: 31,222,183
|
||||
Enemies: Nod
|
||||
PlayerReference@Nod:
|
||||
Name: Nod
|
||||
Playable: True
|
||||
AllowBots: False
|
||||
Required: True
|
||||
LockRace: True
|
||||
Race: nod
|
||||
LockColor: True
|
||||
ColorRamp: 3,255,127
|
||||
LockSpawn: True
|
||||
LockTeam: True
|
||||
Enemies: GDI
|
||||
PlayerReference@Neutral:
|
||||
Name: Neutral
|
||||
OwnsWorld: True
|
||||
NonCombatant: True
|
||||
Race: gdi
|
||||
|
||||
Actors:
|
||||
Actor0: t08
|
||||
Location: 30,52
|
||||
Owner: Neutral
|
||||
Actor1: t18
|
||||
Location: 34,52
|
||||
Owner: Neutral
|
||||
Actor2: t08
|
||||
Location: 57,47
|
||||
Owner: Neutral
|
||||
Actor3: t08
|
||||
Location: 38,59
|
||||
Owner: Neutral
|
||||
Actor4: silo
|
||||
Location: 33,40
|
||||
Owner: GDI
|
||||
Actor9: silo
|
||||
Location: 32,42
|
||||
Owner: GDI
|
||||
Actor10: jeep
|
||||
Location: 30,46
|
||||
Owner: GDI
|
||||
Facing: 128
|
||||
Actor11: jeep
|
||||
Location: 31,35
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
Actor17: e1
|
||||
Location: 34,56
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor18: e1
|
||||
Location: 43,35
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor19: e1
|
||||
Location: 43,36
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor31: e1
|
||||
Location: 47,53
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor32: e1
|
||||
Location: 49,54
|
||||
Owner: GDI
|
||||
Facing: 224
|
||||
SubCell: 1
|
||||
Actor35: e1
|
||||
Location: 34,57
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
SubCell: 1
|
||||
waypoint27: waypoint
|
||||
Location: 27,51
|
||||
Owner: Neutral
|
||||
waypoint26: waypoint
|
||||
Location: 49,35
|
||||
Owner: Neutral
|
||||
waypoint10: waypoint
|
||||
Location: 30,44
|
||||
Owner: Neutral
|
||||
waypoint9: waypoint
|
||||
Location: 55,40
|
||||
Owner: Neutral
|
||||
waypoint8: waypoint
|
||||
Location: 48,41
|
||||
Owner: Neutral
|
||||
waypoint7: waypoint
|
||||
Location: 60,58
|
||||
Owner: Neutral
|
||||
waypoint6: waypoint
|
||||
Location: 61,47
|
||||
Owner: Neutral
|
||||
waypoint5: waypoint
|
||||
Location: 48,55
|
||||
Owner: Neutral
|
||||
waypoint4: waypoint
|
||||
Location: 41,51
|
||||
Owner: Neutral
|
||||
waypoint3: waypoint
|
||||
Location: 28,36
|
||||
Owner: Neutral
|
||||
waypoint2: waypoint
|
||||
Location: 28,51
|
||||
Owner: Neutral
|
||||
waypoint1: waypoint
|
||||
Location: 40,43
|
||||
Owner: Neutral
|
||||
waypoint0: waypoint
|
||||
Location: 40,35
|
||||
Owner: Neutral
|
||||
Refinery: proc
|
||||
Location: 30,38
|
||||
Owner: GDI
|
||||
Barracks: pyle
|
||||
Location: 34,43
|
||||
Owner: GDI
|
||||
Powerplant: nuke
|
||||
Location: 35,40
|
||||
Owner: GDI
|
||||
Yard: fact
|
||||
Location: 33,37
|
||||
Owner: GDI
|
||||
Guard1: e1
|
||||
Location: 42,39
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
SubCell: 0
|
||||
Guard2: e1
|
||||
Location: 38,38
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
SubCell: 2
|
||||
Guard3: e1
|
||||
Location: 35,49
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
SubCell: 0
|
||||
Guard4: e1
|
||||
Location: 34,48
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
SubCell: 3
|
||||
Guard5: e1
|
||||
Location: 39,40
|
||||
Owner: GDI
|
||||
Facing: 64
|
||||
SubCell: 1
|
||||
Guard6: e1
|
||||
Location: 40,56
|
||||
Owner: GDI
|
||||
Facing: 96
|
||||
SubCell: 4
|
||||
Guard7: e1
|
||||
Location: 38,54
|
||||
Owner: GDI
|
||||
Facing: 32
|
||||
SubCell: 3
|
||||
McvEntry: waypoint
|
||||
Location: 62,43
|
||||
Owner: Neutral
|
||||
McvRally: waypoint
|
||||
Location: 57,41
|
||||
Owner: Neutral
|
||||
UnitsEntry: waypoint
|
||||
Location: 62,38
|
||||
Owner: Neutral
|
||||
UnitsRally: waypoint
|
||||
Location: 56,38
|
||||
Owner: Neutral
|
||||
|
||||
Smudges:
|
||||
|
||||
Rules:
|
||||
Player:
|
||||
-ConquestVictoryConditions:
|
||||
MissionObjectives:
|
||||
EarlyGameOver: true
|
||||
World:
|
||||
-CrateSpawner:
|
||||
-SpawnMPUnits:
|
||||
-MPStartLocations:
|
||||
ObjectivesPanel:
|
||||
PanelName: MISSION_OBJECTIVES
|
||||
LuaScript:
|
||||
Scripts: nod02a.lua
|
||||
^Vehicle:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Tank:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Helicopter:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Infantry:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Plane:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Ship:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Building:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy
|
||||
ShowOwnerRow: false
|
||||
^Wall:
|
||||
Tooltip:
|
||||
ShowOwnerRow: false
|
||||
^Husk:
|
||||
Tooltip:
|
||||
GenericVisibility: Enemy, Ally, Neutral
|
||||
GenericStancePrefix: false
|
||||
ShowOwnerRow: false
|
||||
NUK2:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
GUN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
CYCL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
FIX:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
OBLI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
BRIK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
TMPL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
FTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
STNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
ARTY:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
E5:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
RMBO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
MLRS:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
LST:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
C17:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
SAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
HQ:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
AFLD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
E4:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
E3:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
E2:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
SBAG:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
GTWR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
WEAP:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
EYE:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
ATWR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
Sequences:
|
||||
|
||||
VoxelSequences:
|
||||
|
||||
Weapons:
|
||||
|
||||
Voices:
|
||||
|
||||
Notifications:
|
||||
|
||||
Translations:
|
||||
264
mods/cnc/maps/nod02a/nod02a.lua
Normal file
264
mods/cnc/maps/nod02a/nod02a.lua
Normal file
@@ -0,0 +1,264 @@
|
||||
NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
|
||||
NodBaseBuildings = { "hand", "fact", "nuke" }
|
||||
|
||||
DfndActorTriggerActivator = { Refinery, Barracks, Powerplant, Yard }
|
||||
Atk3ActorTriggerActivator = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 }
|
||||
|
||||
Atk1CellTriggerActivator = { CPos.New(45,37), CPos.New(44,37), CPos.New(45,36), CPos.New(44,36), CPos.New(45,35), CPos.New(44,35), CPos.New(45,34), CPos.New(44,34) }
|
||||
Atk4CellTriggerActivator = { CPos.New(50,47), CPos.New(49,47), CPos.New(48,47), CPos.New(47,47), CPos.New(46,47), CPos.New(45,47), CPos.New(44,47), CPos.New(43,47), CPos.New(42,47), CPos.New(41,47), CPos.New(40,47), CPos.New(39,47), CPos.New(38,47), CPos.New(37,47), CPos.New(50,46), CPos.New(49,46), CPos.New(48,46), CPos.New(47,46), CPos.New(46,46), CPos.New(45,46), CPos.New(44,46), CPos.New(43,46), CPos.New(42,46), CPos.New(41,46), CPos.New(40,46), CPos.New(39,46), CPos.New(38,46) }
|
||||
|
||||
Atk2TriggerFunctionTime = DateTime.Seconds(40)
|
||||
Atk5TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(15)
|
||||
Atk6TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(20)
|
||||
Atk7TriggerFunctionTime = DateTime.Seconds(50)
|
||||
Pat1TriggerFunctionTime = DateTime.Seconds(30)
|
||||
|
||||
Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 }
|
||||
Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 }
|
||||
Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 }
|
||||
Atk4Waypoints = { waypoint0, waypoint8, waypoint9 }
|
||||
Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
|
||||
|
||||
UnitToRebuild = 'e1'
|
||||
GDIStartUnits = 0
|
||||
|
||||
getActors = function(owner, units)
|
||||
local maxUnits = 0
|
||||
local actors = { }
|
||||
for type, count in pairs(units) do
|
||||
local globalActors = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
return actor.Owner == owner and actor.Type == type and not actor.IsDead
|
||||
end)
|
||||
if #globalActors < count then
|
||||
maxUnits = #globalActors
|
||||
else
|
||||
maxUnits = count
|
||||
end
|
||||
for i = 1, maxUnits, 1 do
|
||||
actors[#actors + 1] = globalActors[i]
|
||||
end
|
||||
end
|
||||
return actors
|
||||
end
|
||||
|
||||
InsertNodUnits = function()
|
||||
Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
|
||||
Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
|
||||
end
|
||||
|
||||
OnAnyDamaged = function(actors, func)
|
||||
Utils.Do(actors, function(actor)
|
||||
Trigger.OnDamaged(actor, func)
|
||||
end)
|
||||
end
|
||||
|
||||
CheckForBase = function(player, buildings)
|
||||
local checked = { }
|
||||
local baseBuildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
if actor.Owner ~= Nod or Utils.Any(checked, function(bldng) return bldng.Type == actor.Type end) then
|
||||
return false
|
||||
end
|
||||
|
||||
local found = false
|
||||
for i = 1, #buildings, 1 do
|
||||
if actor.Type == buildings[i] then
|
||||
found = true
|
||||
checked[#checked + 1] = actor
|
||||
end
|
||||
end
|
||||
return found
|
||||
end)
|
||||
return #baseBuildings >= 3
|
||||
end
|
||||
|
||||
DfndTriggerFunction = function()
|
||||
local list = GDI.GetGroundAttackers()
|
||||
Utils.Do(list, function(unit)
|
||||
unit.Hunt()
|
||||
end)
|
||||
end
|
||||
|
||||
Atk2TriggerFunction = function()
|
||||
local MyActors = getActors(GDI, { ['e1'] = 3 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Atk2Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk3TriggerFunction = function()
|
||||
if not Atk3TriggerSwitch then
|
||||
Atk3TriggerSwitch = true
|
||||
MyActors = getActors(GDI, { ['e1'] = 4 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Atk3Movement(actor)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
Atk5TriggerFunction = function()
|
||||
local MyActors = getActors(GDI, { ['e1'] = 3 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Atk2Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk6TriggerFunction = function()
|
||||
local MyActors = getActors(GDI, { ['e1'] = 4 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Atk3Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk7TriggerFunction = function()
|
||||
local MyActors = getActors(GDI, { ['e1'] = 3 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Atk4Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Pat1TriggerFunction = function()
|
||||
local MyActors = getActors(GDI, { ['e1'] = 3 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Pat1Movement(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk1Movement = function(unit)
|
||||
Utils.Do(Atk1Waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk2Movement = function(unit)
|
||||
Utils.Do(Atk2Waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk3Movement = function(unit)
|
||||
Utils.Do(Atk3Waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
|
||||
Atk4Movement = function(unit)
|
||||
Utils.Do(Atk4Waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
|
||||
Pat1Movement = function(unit)
|
||||
Utils.Do(Pat1Waypoints, function(waypoint)
|
||||
unit.Move(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
GDI = Player.GetPlayer("GDI")
|
||||
Nod = Player.GetPlayer("Nod")
|
||||
|
||||
Trigger.OnObjectiveAdded(Nod, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(Nod, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveFailed(Nod, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(Nod, function()
|
||||
Media.PlaySpeechNotification(Nod, "Win")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(Nod, function()
|
||||
Media.PlaySpeechNotification(Nod, "Lose")
|
||||
end)
|
||||
|
||||
NodObjective1 = Nod.AddPrimaryObjective("Build a base")
|
||||
NodObjective2 = Nod.AddPrimaryObjective("Destroy the GDI base")
|
||||
GDIObjective = GDI.AddPrimaryObjective("Kill all enemies!")
|
||||
|
||||
OnAnyDamaged(Atk3ActorTriggerActivator, Atk3TriggerFunction)
|
||||
Trigger.OnAllRemovedFromWorld(DfndActorTriggerActivator, DfndTriggerFunction)
|
||||
|
||||
Trigger.AfterDelay(Atk2TriggerFunctionTime, Atk2TriggerFunction)
|
||||
Trigger.AfterDelay(Atk5TriggerFunctionTime, Atk5TriggerFunction)
|
||||
Trigger.AfterDelay(Atk6TriggerFunctionTime, Atk6TriggerFunction)
|
||||
Trigger.AfterDelay(Atk7TriggerFunctionTime, Atk7TriggerFunction)
|
||||
Trigger.AfterDelay(Pat1TriggerFunctionTime, Pat1TriggerFunction)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
|
||||
if a.Owner == Nod then
|
||||
MyActors = getActors(GDI, { ['e1'] = 5 })
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Atk1Movement(actor)
|
||||
end)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
|
||||
if a.Owner == Nod then
|
||||
MyActors = getActors(GDI, { ['e1'] = 3 } )
|
||||
Utils.Do(MyActors, function(actor)
|
||||
Atk2Movement(actor)
|
||||
end)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(0, getStartUnits)
|
||||
InsertNodUnits()
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if GDI.HasNoRequiredUnits() then
|
||||
Nod.MarkCompletedObjective(NodObjective2)
|
||||
end
|
||||
|
||||
if Nod.HasNoRequiredUnits() then
|
||||
if DateTime.GameTime > 2 then
|
||||
GDI.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
end
|
||||
|
||||
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(NodObjective1) and CheckForBase(Nod, NodBaseBuildings) then
|
||||
Nod.MarkCompletedObjective(NodObjective1)
|
||||
end
|
||||
|
||||
if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld then
|
||||
checkProduction(GDI)
|
||||
end
|
||||
end
|
||||
|
||||
checkProduction = function(player)
|
||||
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
return actor.Owner == player and actor.Type == UnitToRebuild
|
||||
end)
|
||||
|
||||
if #Units < GDIStartUnits then
|
||||
local unitsToProduce = GDIStartUnits - #Units
|
||||
if Barracks.IsInWorld and unitsToProduce > 0 then
|
||||
local UnitsType = { }
|
||||
for i = 1, unitsToProduce, 1 do
|
||||
UnitsType[i] = UnitToRebuild
|
||||
end
|
||||
|
||||
Barracks.Build(UnitsType)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
getStartUnits = function()
|
||||
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
|
||||
return actor.Owner == GDI
|
||||
end)
|
||||
Utils.Do(Units, function(unit)
|
||||
if unit.Type == UnitToRebuild then
|
||||
GDIStartUnits = GDIStartUnits + 1
|
||||
end
|
||||
end)
|
||||
end
|
||||
@@ -9,5 +9,6 @@ GDI Campaign:
|
||||
|
||||
Nod Campaign:
|
||||
./mods/cnc/maps/nod01
|
||||
./mods/cnc/maps/nod02a
|
||||
./mods/cnc/maps/nod03a
|
||||
./mods/cnc/maps/nod03b
|
||||
|
||||
Reference in New Issue
Block a user