Use a global script in Tiberian Dawn
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@@ -6,6 +6,7 @@
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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InitialForcesA = { "bggy", "e1", "e1", "e1", "e1" }
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InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" }
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@@ -13,62 +14,40 @@ RifleInfantryReinforcements = { "e1", "e1" }
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RocketInfantryReinforcements = { "e3", "e3", "e3", "e3", "e3" }
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SendInitialForces = function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, InitialForcesA, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 5)
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Reinforcements.Reinforce(player, InitialForcesB, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 10)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, InitialForcesA, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 5)
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Reinforcements.Reinforce(Nod, InitialForcesB, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 10)
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end
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SendFirstInfantryReinforcements = function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, RifleInfantryReinforcements, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 15)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, RifleInfantryReinforcements, { StartSpawnPointRight.Location, StartRallyPoint.Location }, 15)
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end
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SendSecondInfantryReinforcements = function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, RifleInfantryReinforcements, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 15)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, RifleInfantryReinforcements, { StartSpawnPointLeft.Location, StartRallyPoint.Location }, 15)
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end
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SendLastInfantryReinforcements = function()
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Media.PlaySpeechNotification(player, "Reinforce")
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-- Move the units properly into the map before they start attacking
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local forces = Reinforcements.Reinforce(player, RocketInfantryReinforcements, { VillageSpawnPoint.Location, VillageRallyPoint.Location }, 8)
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Utils.Do(forces, function(a)
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a.Stance = "Defend"
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a.CallFunc(function() a.Stance = "AttackAnything" end)
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end)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, RocketInfantryReinforcements, { VillageSpawnPoint.Location, VillageRallyPoint.Location }, 8)
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end
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WorldLoaded = function()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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villagers = Player.GetPlayer("Villagers")
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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Villagers = Player.GetPlayer("Villagers")
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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InitObjectives(Nod)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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NodObjective1 = player.AddPrimaryObjective("Kill Nikoomba.")
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NodObjective2 = player.AddPrimaryObjective("Destroy the village.")
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NodObjective3 = player.AddSecondaryObjective("Destroy all GDI troops in the area.")
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GDIObjective1 = enemy.AddPrimaryObjective("Eliminate all Nod forces.")
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KillNikoomba = Nod.AddObjective("Kill Nikoomba.")
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DestroyVillage = Nod.AddObjective("Destroy the village.")
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DestroyGDI = Nod.AddObjective("Destroy all GDI troops in the area.", "Secondary", false)
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GDIObjective = GDI.AddObjective("Eliminate all Nod forces.")
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Trigger.OnKilled(Nikoomba, function()
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player.MarkCompletedObjective(NodObjective1)
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Nod.MarkCompletedObjective(KillNikoomba)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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SendLastInfantryReinforcements()
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end)
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@@ -83,14 +62,16 @@ end
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Tick = function()
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if DateTime.GameTime > 2 then
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if player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(GDIObjective1)
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if Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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if villagers.HasNoRequiredUnits() then
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player.MarkCompletedObjective(NodObjective2)
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if Villagers.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(DestroyVillage)
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end
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if enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(NodObjective3)
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(DestroyGDI)
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end
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end
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end
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