Use a global script in Tiberian Dawn
This commit is contained in:
@@ -6,6 +6,7 @@
|
||||
the License, or (at your option) any later version. For more
|
||||
information, see COPYING.
|
||||
]]
|
||||
|
||||
NodStartUnitsRight =
|
||||
{
|
||||
tough = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3' },
|
||||
@@ -13,6 +14,7 @@ NodStartUnitsRight =
|
||||
normal = { 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' },
|
||||
easy = { 'ltnk', 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' }
|
||||
}
|
||||
|
||||
NodStartUnitsLeft =
|
||||
{
|
||||
tough = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' },
|
||||
@@ -20,21 +22,22 @@ NodStartUnitsLeft =
|
||||
normal = { 'ltnk', 'ltnk', 'bggy', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' },
|
||||
easy = { 'ltnk', 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' }
|
||||
}
|
||||
|
||||
Chn1Units = { 'e1', 'e1', 'e1', 'e1', 'e1' }
|
||||
Chn2Units = { 'e2', 'e2', 'e2', 'e2', 'e2' }
|
||||
Obj2Units = { 'ltnk', 'bike', 'e1', 'e1', 'e1' }
|
||||
|
||||
Chn3CellTriggerActivator = { CPos.New(49,58), CPos.New(48,58), CPos.New(49,57), CPos.New(48,57), CPos.New(49,56), CPos.New(48,56), CPos.New(49,55), CPos.New(48,55) }
|
||||
DzneCellTriggerActivator = { CPos.New(61,45), CPos.New(60,45), CPos.New(59,45), CPos.New(58,45), CPos.New(57,45), CPos.New(61,44), CPos.New(60,44), CPos.New(59,44), CPos.New(58,44), CPos.New(57,44), CPos.New(61,43), CPos.New(60,43), CPos.New(58,43), CPos.New(57,43), CPos.New(61,42), CPos.New(60,42), CPos.New(59,42), CPos.New(58,42), CPos.New(57,42), CPos.New(61,41), CPos.New(60,41), CPos.New(59,41), CPos.New(58,41), CPos.New(57,41) }
|
||||
Win1CellTriggerActivator = { CPos.New(59,43) }
|
||||
Win2CellTriggerActivator = { CPos.New(54,58), CPos.New(53,58), CPos.New(52,58), CPos.New(54,57), CPos.New(53,57), CPos.New(52,57), CPos.New(54,56), CPos.New(53,56), CPos.New(52,56), CPos.New(54,55), CPos.New(53,55), CPos.New(52,55) }
|
||||
DetonatorArea = { CPos.New(59,43) }
|
||||
EvacuationArea = { CPos.New(54,58), CPos.New(53,58), CPos.New(52,58), CPos.New(54,57), CPos.New(53,57), CPos.New(52,57), CPos.New(54,56), CPos.New(53,56), CPos.New(52,56), CPos.New(54,55), CPos.New(53,55), CPos.New(52,55) }
|
||||
|
||||
Grd2ActorTriggerActivator = { Guard1, Guard2, Guard3 }
|
||||
Atk1ActorTriggerActivator = { Atk1Activator1, Atk1Activator2 }
|
||||
Atk2ActorTriggerActivator = { Atk2Activator1, Atk2Activator2 }
|
||||
Chn1ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5 }
|
||||
Chn2ActorTriggerActivator = { Chn2Activator1, Chn2Activator2, Chn2Activator3 }
|
||||
Obj2ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator }
|
||||
GDIVillage = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator }
|
||||
|
||||
Chn1Waypoints = { ChnEntry.Location, waypoint5.Location }
|
||||
Chn2Waypoints = { ChnEntry.Location, waypoint6.Location }
|
||||
@@ -43,22 +46,10 @@ Gdi4Waypoints = { waypoint4, waypoint10, waypoint9, waypoint11, waypoint9, waypo
|
||||
Gdi5Waypoints = { waypoint1, waypoint4 }
|
||||
Gdi6Waypoints = { waypoint2, waypoints3 }
|
||||
|
||||
Grd1TriggerFunctionTime = DateTime.Seconds(3)
|
||||
|
||||
Grd1TriggerFunction = function()
|
||||
MyActors = Utils.Take(2, enemy.GetActorsByType('mtnk'))
|
||||
Utils.Do(MyActors, function(actor)
|
||||
MovementAndHunt(actor, Gdi3Waypoints)
|
||||
end)
|
||||
end
|
||||
|
||||
Grd2TriggerFunction = function()
|
||||
if not Grd2Switch then
|
||||
for type, count in pairs({ ['e1'] = 2, ['e2'] = 1, ['jeep'] = 1 }) do
|
||||
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
|
||||
Utils.Do(MyActors, function(actor)
|
||||
MovementAndHunt(actor, Gdi4Waypoints)
|
||||
end)
|
||||
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi4Waypoints)
|
||||
end
|
||||
Grd2Swicth = true
|
||||
end
|
||||
@@ -67,10 +58,7 @@ end
|
||||
Atk1TriggerFunction = function()
|
||||
if not Atk1Switch then
|
||||
for type, count in pairs({ ['e1'] = 3, ['e2'] = 3, ['jeep'] = 1 }) do
|
||||
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
|
||||
Utils.Do(MyActors, function(actor)
|
||||
MovementAndHunt(actor, Gdi5Waypoints)
|
||||
end)
|
||||
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoints)
|
||||
end
|
||||
Atk1Switch = true
|
||||
end
|
||||
@@ -79,10 +67,7 @@ end
|
||||
Atk2TriggerFunction = function()
|
||||
if not Atk2Switch then
|
||||
for type, count in pairs({ ['mtnk'] = 1, ['jeep'] = 1 }) do
|
||||
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
|
||||
Utils.Do(MyActors, function(actor)
|
||||
MovementAndHunt(actor, Gdi6Waypoints)
|
||||
end)
|
||||
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi6Waypoints)
|
||||
end
|
||||
Atk2Switch = true
|
||||
end
|
||||
@@ -92,7 +77,7 @@ Atk3TriggerFunction = function()
|
||||
if not Atk3Switch then
|
||||
Atk3Switch = true
|
||||
if not CommCenter.IsDead then
|
||||
local targets = player.GetGroundAttackers()
|
||||
local targets = Nod.GetGroundAttackers()
|
||||
local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
|
||||
|
||||
if target then
|
||||
@@ -102,143 +87,101 @@ Atk3TriggerFunction = function()
|
||||
end
|
||||
end
|
||||
|
||||
Chn1TriggerFunction = function()
|
||||
local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2]
|
||||
Utils.Do(cargo, function(actor)
|
||||
IdleHunt(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Chn2TriggerFunction = function()
|
||||
local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2]
|
||||
Utils.Do(cargo, function(actor)
|
||||
IdleHunt(actor)
|
||||
end)
|
||||
end
|
||||
|
||||
Obj2TriggerFunction = function()
|
||||
player.MarkCompletedObjective(NodObjective2)
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.Reinforce(player, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
|
||||
end
|
||||
|
||||
MovementAndHunt = function(unit, waypoints)
|
||||
if unit ~= nil then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
IdleHunt(unit)
|
||||
end
|
||||
end
|
||||
|
||||
InsertNodUnits = function()
|
||||
local difficulty = Map.LobbyOption("difficulty")
|
||||
NodStartUnitsRight = NodStartUnitsRight[difficulty]
|
||||
NodStartUnitsLeft = NodStartUnitsLeft[difficulty]
|
||||
NodStartUnitsRight = NodStartUnitsRight[Difficulty]
|
||||
NodStartUnitsLeft = NodStartUnitsLeft[Difficulty]
|
||||
|
||||
Camera.Position = UnitsRallyRight.CenterPosition
|
||||
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
|
||||
Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
|
||||
Media.PlaySpeechNotification(Nod, "Reinforce")
|
||||
Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
|
||||
Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("Nod")
|
||||
enemy = Player.GetPlayer("GDI")
|
||||
Nod = Player.GetPlayer("Nod")
|
||||
GDI = Player.GetPlayer("GDI")
|
||||
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(Nod)
|
||||
|
||||
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)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.")
|
||||
NodObjective2 = player.AddSecondaryObjective("Destroy the houses of the GDI supporters\nin the village.")
|
||||
|
||||
GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")
|
||||
StealDetonator = Nod.AddObjective("Steal the GDI nuclear detonator.")
|
||||
DestroyVillage = Nod.AddObjective("Destroy the houses of the GDI supporters\nin the village.", "Secondary", false)
|
||||
|
||||
InsertNodUnits()
|
||||
|
||||
Trigger.AfterDelay(Grd1TriggerFunctionTime, Grd1TriggerFunction)
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
MoveAndHunt(Utils.Take(2, GDI.GetActorsByType("mtnk")), Gdi3Waypoints)
|
||||
end)
|
||||
|
||||
Utils.Do(Grd2ActorTriggerActivator, function(actor)
|
||||
Trigger.OnDiscovered(actor, Grd2TriggerFunction)
|
||||
end)
|
||||
|
||||
OnAnyDamaged(Atk1ActorTriggerActivator, Atk1TriggerFunction)
|
||||
Utils.Do(Atk1ActorTriggerActivator, function(actor)
|
||||
Trigger.OnDamaged(actor, Atk1TriggerFunction)
|
||||
end)
|
||||
|
||||
OnAnyDamaged(Atk2ActorTriggerActivator, Atk2TriggerFunction)
|
||||
Utils.Do(Atk2ActorTriggerActivator, function(actor)
|
||||
Trigger.OnDamaged(actor, Atk2TriggerFunction)
|
||||
end)
|
||||
|
||||
if Map.LobbyOption("difficulty") == "tough" then
|
||||
if Difficulty == "tough" then
|
||||
Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction)
|
||||
end
|
||||
|
||||
Trigger.OnAllKilled(Chn1ActorTriggerActivator, Chn1TriggerFunction)
|
||||
Trigger.OnAllKilled(Chn1ActorTriggerActivator, function()
|
||||
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2]
|
||||
Utils.Do(cargo, IdleHunt)
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(Chn2ActorTriggerActivator, Chn2TriggerFunction)
|
||||
Trigger.OnAllKilled(Chn2ActorTriggerActivator, function()
|
||||
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2]
|
||||
Utils.Do(cargo, IdleHunt)
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id)
|
||||
if a.Owner == player then
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil)
|
||||
if a.Owner == Nod then
|
||||
Media.PlaySpeechNotification(Nod, "Reinforce")
|
||||
Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location })
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
|
||||
if a.Owner == player then
|
||||
Actor.Create('flare', true, { Owner = player, Location = waypoint17.Location })
|
||||
if a.Owner == Nod then
|
||||
Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location })
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
|
||||
Trigger.OnAllRemovedFromWorld(GDIVillage, function()
|
||||
Nod.MarkCompletedObjective(DestroyVillage)
|
||||
Media.PlaySpeechNotification(Nod, "Reinforce")
|
||||
Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
|
||||
if a.Owner == player then
|
||||
NodObjective3 = player.AddPrimaryObjective("Move to the evacuation point.")
|
||||
player.MarkCompletedObjective(NodObjective1)
|
||||
Trigger.OnEnteredFootprint(DetonatorArea, function(a, id)
|
||||
if a.Owner == Nod then
|
||||
EvacuateObjective = Nod.AddObjective("Move to the evacuation point.")
|
||||
Nod.MarkCompletedObjective(StealDetonator)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
|
||||
if a.Owner == player and NodObjective3 then
|
||||
player.MarkCompletedObjective(NodObjective3)
|
||||
Trigger.OnEnteredFootprint(EvacuationArea, function(a, id)
|
||||
if a.Owner == Nod and EvacuateObjective then
|
||||
Nod.MarkCompletedObjective(EvacuateObjective)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
|
||||
enemy.MarkCompletedObjective(GDIObjective)
|
||||
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
|
||||
Nod.MarkFailedObjective(StealDetonator)
|
||||
|
||||
if EvacuateObjective then
|
||||
Nod.MarkFailedObjective(EvacuateObjective)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
IdleHunt = function(unit)
|
||||
if not unit.IsDead then
|
||||
Trigger.OnIdle(unit, unit.Hunt)
|
||||
end
|
||||
end
|
||||
|
||||
OnAnyDamaged = function(actors, func)
|
||||
Utils.Do(actors, function(actor)
|
||||
Trigger.OnDamaged(actor, func)
|
||||
end)
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user