Merge pull request #7393 from 42foobar42/bleed

Nod Mission 2a
This commit is contained in:
Oliver Brakmann
2015-02-06 21:18:50 +01:00
6 changed files with 626 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\gdi04c\gdi04c.lua = mods\cnc\maps\gdi04c\gdi04c.lua 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\gdi05a\gdi05a.lua = mods\cnc\maps\gdi05a\gdi05a.lua
mods\cnc\maps\nod01\nod01.lua = mods\cnc\maps\nod01\nod01.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\nod03a\nod03a.lua = mods\cnc\maps\nod03a\nod03a.lua
mods\cnc\maps\nod03b\nod03b.lua = mods\cnc\maps\nod03b\nod03b.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 mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua

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@@ -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:

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@@ -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

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@@ -9,5 +9,6 @@ GDI Campaign:
Nod Campaign: Nod Campaign:
./mods/cnc/maps/nod01 ./mods/cnc/maps/nod01
./mods/cnc/maps/nod02a
./mods/cnc/maps/nod03a ./mods/cnc/maps/nod03a
./mods/cnc/maps/nod03b ./mods/cnc/maps/nod03b