Added two new difficulties to allies-05a
This commit is contained in:
@@ -2,19 +2,30 @@ if Map.Difficulty == "Easy" then
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TanyaType = "e7"
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ReinforceCash = 5000
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HoldAITime = DateTime.Minutes(3)
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SpecialCameras = true
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elseif Map.Difficulty == "Normal" then
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TanyaType = "e7.noautotarget"
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ChangeStance = true
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ReinforceCash = 2250
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HoldAITime = DateTime.Minutes(2)
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SpecialCameras = true
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else
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TanyaType = "e7.noautotarget"
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ChangeStance = true
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ReinforceCash = 2500
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HoldAITime = DateTime.Minutes(2)
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ReinforceCash = 1500
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HoldAITime = DateTime.Minutes(1) + DateTime.Seconds(30)
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SendWaterTransports = true
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end
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SpyType = { "spy" }
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SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
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InsertionTransport = "lst"
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InsertionTransport = "lst.in"
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ExtractionTransport = "lst"
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TrukPath = { TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4, TrukWaypoint5, TrukWaypoint6 }
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ExtractionHeliType = "tran"
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InsertionHeliType = "tran.in"
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ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
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HeliReinforcements = { "medi", "mech", "mech" }
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GreeceReinforcements =
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{
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@@ -32,6 +43,7 @@ PatrolAPath = { PatrolRally.Location, PatrolARally1.Location, PatrolARally2.Loca
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PatrolBPath = { PatrolBRally1.Location, PatrolBRally2.Location, PatrolBRally3.Location, PatrolRally.Location }
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TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
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SpyVoice = "sking"
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SamSites = { Sam1, Sam2, Sam3, Sam4 }
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GroupPatrol = function(units, waypoints, delay)
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@@ -71,12 +83,20 @@ Tick = function()
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end
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if ussr.HasNoRequiredUnits() then
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if not greece.IsObjectiveCompleted(KillAll) and Map.Difficulty == "Real tough guy" then
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SendWaterExtraction()
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end
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greece.MarkCompletedObjective(KillAll)
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end
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if GreeceReinforcementsArrived and greece.HasNoRequiredUnits() then
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ussr.MarkCompletedObjective(ussrObj)
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end
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if ussr.Resources >= ussr.ResourceCapacity * 0.75 then
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ussr.Cash = ussr.Cash + ussr.Resources - ussr.ResourceCapacity * 0.25
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ussr.Resources = ussr.ResourceCapacity * 0.25
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end
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end
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SendReinforcements = function()
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@@ -93,18 +113,32 @@ SendReinforcements = function()
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ActivateAI()
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end
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ExtractTanya = function()
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if ExtractionHeli.IsDead or not ExtractionHeli.HasPassengers then
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ExtractUnits = function(extractionUnit, pos, after)
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if extractionUnit.IsDead or not extractionUnit.HasPassengers then
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return
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end
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ExtractionHeli.Move(CPos.New(ExtractionPath[1].X, ExtractionHeli.Location.Y))
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ExtractionHeli.Destroy()
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extractionUnit.Move(pos)
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extractionUnit.Destroy()
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Trigger.OnRemovedFromWorld(ExtractionHeli, function()
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greece.MarkCompletedObjective(mainObj)
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SendReinforcements()
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PrisonCamera.Destroy()
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Trigger.OnRemovedFromWorld(extractionUnit, after)
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end
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SendWaterExtraction = function()
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local flare = Actor.Create("flare", true, { Owner = greece, Location = SpyEntryPath[2] + CVec.New(2, 0) })
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Trigger.AfterDelay(DateTime.Seconds(5), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlareNorth")
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Camera.Position = flare.CenterPosition
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WaterExtractionTran = Reinforcements.ReinforceWithTransport(greece, ExtractionTransport, nil, SpyEntryPath)[1]
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ExtractObj = greece.AddPrimaryObjective("Get all your forces into the transport.")
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Trigger.OnKilled(WaterExtractionTran, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnAllRemovedFromWorld(greece.GetGroundAttackers(), function()
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ExtractUnits(WaterExtractionTran, SpyEntryPath[1], function()
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greece.MarkCompletedObjective(ExtractObj)
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greece.MarkCompletedObjective(surviveObj)
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end)
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end)
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end
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@@ -117,10 +151,12 @@ WarfactoryInfiltrated = function()
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Truk.Move(waypoint.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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end)
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if SpecialCameras then
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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end)
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end
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end
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MissInfiltrated = function()
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@@ -152,7 +188,21 @@ FreeTanya = function()
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Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end)
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM sites that block\nthe extraction helicopter.")
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if Map.Difficulty == "Real tough guy" then
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM Sites that block\nour reinforcements' helicopter.")
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greece.MarkCompletedObjective(mainObj)
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surviveObj = greece.AddPrimaryObjective("Tanya must not die!")
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Media.PlaySpeechNotification(greece, "TanyaRescued")
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else
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM sites that block\nthe extraction helicopter.")
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Media.PlaySpeechNotification(greece, "TargetFreed")
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end
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if not SpecialCameras then
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PrisonCamera.Destroy()
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end
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end
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SendSpy = function()
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@@ -161,8 +211,10 @@ SendSpy = function()
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location })
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if SpecialCameras then
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SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location })
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end
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end
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ActivatePatrols = function()
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@@ -200,10 +252,16 @@ InitTriggers = function()
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Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Spy.Move(SpyWaypoint.Location)
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Spy.Infiltrate(Prison)
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Media.PlaySoundNotification(greece, SpyVoice)
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FollowTruk = false
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TrukCamera.Destroy()
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PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
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if SpecialCameras then
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PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
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else
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PrisonCamera = Actor.Create("camera.truk", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) })
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end
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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end
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@@ -218,10 +276,12 @@ InitTriggers = function()
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end
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end)
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Trigger.OnKilled(Mammoth, function()
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Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
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Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
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end)
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if Map.Difficulty ~= "Real tough guy" then
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Trigger.OnKilled(Mammoth, function()
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Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
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Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
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end)
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end
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Trigger.OnKilled(FlameBarrel, function()
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if not FlameTower.IsDead then
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@@ -237,10 +297,31 @@ InitTriggers = function()
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local flare = Actor.Create("flare", true, { Owner = greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
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Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlare")
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ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
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Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnRemovedFromWorld(Tanya, ExtractTanya)
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if Map.Difficulty == "Real tough guy" then
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Reinforcements.ReinforceWithTransport(greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] })
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if not Harvester.IsDead then
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Harvester.FindResources()
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end
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else
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ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
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local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
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Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnRemovedFromWorld(Tanya, function()
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ExtractUnits(ExtractionHeli, exitPos, function()
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Media.PlaySpeechNotification(greece, "TanyaRescued")
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greece.MarkCompletedObjective(mainObj)
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SendReinforcements()
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if SpecialCameras then
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PrisonCamera.Destroy()
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end
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end)
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end)
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end
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end)
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end
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