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.
]]
LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 }
TownAttackTrigger = { CPos.New(54, 38), CPos.New(55, 38), CPos.New(56, 38), CPos.New(57, 38) }
GDIReinforcementsTrigger = { CPos.New(32, 51), CPos.New(32, 52), CPos.New(33, 52) }
@@ -44,83 +45,56 @@ TownAttackAction = function(actor)
end
AttackTown = function()
Reinforcements.Reinforce(enemy, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction)
Reinforcements.Reinforce(Nod, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Reinforcements.Reinforce(enemy, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
Reinforcements.Reinforce(Nod, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
Reinforcements.Reinforce(enemy, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
Reinforcements.Reinforce(Nod, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
end)
end
SendGDIReinforcements = function()
Reinforcements.Reinforce(player, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location }, DateTime.Seconds(1), function(actor)
Media.PlaySpeechNotification(player, "Reinforce")
actor.Move(GDIReinfRally3.Location)
actor.Stance = "Defend"
end)
Media.PlaySpeechNotification(GDI, "Reinforce")
Reinforcements.Reinforce(GDI, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location, GDIReinfRally3.Location }, DateTime.Seconds(1))
Trigger.AfterDelay(DateTime.Seconds(5), function()
Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location }, nil, function(apc, team)
Media.PlaySpeechNotification(player, "Reinforce")
apc.Move(GDIUnloadWpt.Location)
apc.UnloadPassengers()
Utils.Do(team, function(unit) unit.Stance = "Defend" end)
end)
Media.PlaySpeechNotification(GDI, "Reinforce")
local apc = Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location, GDIUnloadWpt.Location })[1]
apc.UnloadPassengers()
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.OnAllKilled(LoseTriggerHouses, function()
player.MarkFailedObjective(gdiObjective1)
GDI.MarkFailedObjective(DefendTown)
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
NodObjective = Nod.AddPrimaryObjective("Destroy all GDI troops.")
DefendTown = GDI.AddPrimaryObjective("Defend the town of Białystok.")
EliminateNod = GDI.AddPrimaryObjective("Eliminate all Nod forces in the area.")
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.")
gdiObjective1 = player.AddPrimaryObjective("Defend the town of Białystok.")
gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
townAttackTrigger = false
Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
if not townAttackTrigger and a.Owner == player then
if not townAttackTrigger and a.Owner == GDI then
townAttackTrigger = true
Trigger.RemoveFootprintTrigger(id)
AttackTown()
end
end)
gdiReinforcementsTrigger = false
Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
if not gdiReinforcementsTrigger and a.Owner == player then
if not gdiReinforcementsTrigger and a.Owner == GDI then
gdiReinforcementsTrigger = true
Trigger.RemoveFootprintTrigger(id)
SendGDIReinforcements()
end
end)
Utils.Do(player.GetGroundAttackers(), function(unit)
unit.Stance = "Defend"
end)
Trigger.AfterDelay(1, function()
FollowCivvieWpts(civvie1, Civvie1Wpts)
FollowCivvieWpts(civvie2, Civvie2Wpts)
@@ -130,11 +104,12 @@ WorldLoaded = function()
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(nodObjective)
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(NodObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(gdiObjective1)
player.MarkCompletedObjective(gdiObjective2)
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(DefendTown)
GDI.MarkCompletedObjective(EliminateNod)
end
end

View File

@@ -1,6 +1,6 @@
World:
LuaScript:
Scripts: gdi04c.lua
Scripts: campaign-global.lua, gdi04c.lua
MusicPlaylist:
StartingMusic: ind
MissionData: