Use a global script in Tiberian Dawn

This commit is contained in:
abcdefg30
2019-05-01 23:13:39 +02:00
committed by reaperrr
parent dbe73a06ad
commit b1f6c69fce
71 changed files with 2001 additions and 3877 deletions

View File

@@ -6,6 +6,7 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
BhndTrigger = { CPos.New(39, 21), CPos.New(40, 21), CPos.New(41, 21) }
Atk1Trigger = { CPos.New(35, 37) }
Atk2Trigger = { CPos.New(9, 44), CPos.New(10, 44), CPos.New(11, 44), CPos.New(12, 44), CPos.New(13, 44) }
@@ -23,30 +24,34 @@ GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcement
NodHeli = { { HeliEntry.Location, NodHeliLZ.Location }, { "e1", "e1", "e3", "e3" } }
Kills = 0
NodUnitKilled = function()
Kills = Kills + 1
if Kills == KillsUntilReinforcements then
GDI.MarkCompletedObjective(ReinforcementsObjective)
SendGDIReinforcements()
end
end
SendHeli = function(heli)
units = Reinforcements.ReinforceWithTransport(enemy, "tran", heli[2], heli[1], { heli[1][1] })
local units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli[2], heli[1], { heli[1][1] })
Utils.Do(units[2], function(actor)
actor.Hunt()
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, KillCounter)
IdleHunt(actor)
Trigger.OnKilled(actor, NodUnitKilled)
end)
end
SendGDIReinforcements = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team)
Media.PlaySpeechNotification(GDI, "Reinforce")
Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team)
table.insert(team, apc)
Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) end)
Utils.Do(team, function(unit) unit.Stance = "Defend" end)
end)
end
Build = function(unitTypes, repeats, func)
if HandOfNod.IsDead then
return
end
local innerFunc = function(units)
local after = function(units)
Utils.Do(units, func)
if repeats then
Trigger.OnAllKilled(units, function()
@@ -62,135 +67,92 @@ Build = function(unitTypes, repeats, func)
end
end
BuildNod1 = function()
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, KillCounter)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location, NodPatrol3.Location, NodPatrol4.Location }, false)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
BuildNod2 = function()
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, KillCounter)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location }, false)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
BuildAuto = function()
Build(AutoUnits, true, function(actor)
Trigger.OnKilled(actor, KillCounter)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
ReinforcementsSent = false
kills = 0
KillCounter = function() kills = kills + 1 end
Tick = function()
enemy.Cash = 1000
Nod.Cash = 1000
if not ReinforcementsSent and kills >= KillsUntilReinforcements then
ReinforcementsSent = true
player.MarkCompletedObjective(reinforcementsObjective)
SendGDIReinforcements()
end
if player.HasNoRequiredUnits() then
if GDI.HasNoRequiredUnits() then
Trigger.AfterDelay(DateTime.Seconds(1), function()
player.MarkFailedObjective(gdiObjective)
GDI.MarkFailedObjective(gdiObjective)
end)
end
end
SetupWorld = function()
Utils.Do(enemy.GetGroundAttackers(), function(unit)
Trigger.OnKilled(unit, KillCounter)
Utils.Do(Nod.GetGroundAttackers(), function(unit)
Trigger.OnKilled(unit, NodUnitKilled)
end)
Utils.Do(player.GetGroundAttackers(), function(unit)
unit.Stance = "Defend"
end)
Utils.Do(Hunters, IdleHunt)
Utils.Do(Hunters, function(actor) actor.Hunt() end)
Trigger.OnRemovedFromWorld(crate, function() player.MarkCompletedObjective(gdiObjective) end)
Trigger.OnRemovedFromWorld(crate, function() GDI.MarkCompletedObjective(GDIObjective) end)
end
WorldLoaded = function()
player = Player.GetPlayer("GDI")
enemy = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
InitObjectives(GDI)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
gdiObjective = player.AddPrimaryObjective("Retrieve the crate with the stolen rods.")
reinforcementsObjective = player.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.")
enemy.AddPrimaryObjective("Defend against the GDI forces.")
GDIObjective = GDI.AddObjective("Retrieve the crate with the stolen rods.")
ReinforcementsObjective = GDI.AddObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.", "Secondary", false)
SetupWorld()
bhndTrigger = false
Trigger.OnExitedFootprint(BhndTrigger, function(a, id)
if not bhndTrigger and a.Owner == player then
if not bhndTrigger and a.Owner == GDI then
bhndTrigger = true
Trigger.RemoveFootprintTrigger(id)
SendHeli(NodHeli)
end
end)
atk1Trigger = false
Trigger.OnExitedFootprint(Atk1Trigger, function(a, id)
if not atk1Trigger and a.Owner == player then
if not atk1Trigger and a.Owner == GDI then
atk1Trigger = true
Trigger.RemoveFootprintTrigger(id)
BuildNod1()
end
end)
atk2Trigger = false
Trigger.OnEnteredFootprint(Atk2Trigger, function(a, id)
if not atk2Trigger and a.Owner == player then
atk2Trigger = true
Trigger.RemoveFootprintTrigger(id)
BuildNod2()
end
end)
autoTrigger = false
Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not autoTrigger and a.Owner == player then
autoTrigger = true
Trigger.RemoveFootprintTrigger(id)
BuildAuto()
Trigger.AfterDelay(DateTime.Seconds(4), function()
tank.Hunt()
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, NodUnitKilled)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location, NodPatrol3.Location, NodPatrol4.Location }, false)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
end)
Trigger.OnEnteredFootprint(Atk2Trigger, function(a, id)
if not atk2Trigger and a.Owner == GDI then
atk2Trigger = true
Trigger.RemoveFootprintTrigger(id)
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, NodUnitKilled)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location }, false)
IdleHunt(actor)
end)
end
end)
Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not autoTrigger and a.Owner == GDI then
autoTrigger = true
Trigger.RemoveFootprintTrigger(id)
Build(AutoUnits, true, function(actor)
Trigger.OnKilled(actor, NodUnitKilled)
IdleHunt(actor)
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
IdleHunt(tank)
end)
end
end)
gdiHeliTrigger = false
Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not gdiHeliTrigger and a.Owner == player then
if not gdiHeliTrigger and a.Owner == GDI then
gdiHeliTrigger = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(player, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location })
Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location })
end
end)

View File

@@ -1,6 +1,6 @@
World:
LuaScript:
Scripts: gdi04b.lua
Scripts: campaign-global.lua, gdi04b.lua
MusicPlaylist:
StartingMusic: fist226m
MissionData: