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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NodUnitsVehicle1 =
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{
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tough = { 'bggy', 'bike', 'bike' },
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@@ -13,6 +14,7 @@ NodUnitsVehicle1 =
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normal = { 'bggy', 'bggy', 'bike', 'bike', 'bike' },
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easy = { 'bggy', 'bggy', 'bggy', 'bike', 'bike', 'bike', 'bike' }
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}
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NodUnitsVehicle2 =
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{
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tough = { 'ltnk', 'ltnk' },
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@@ -20,6 +22,7 @@ NodUnitsVehicle2 =
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normal = { 'ltnk', 'ltnk', 'ltnk', 'ltnk' },
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easy = { 'ltnk', 'ltnk', 'ltnk', 'ltnk', 'ltnk' }
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}
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NodUnitsGunner =
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{
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tough = { 'e1', 'e1', 'e1', 'e1' },
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@@ -27,6 +30,7 @@ NodUnitsGunner =
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normal = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' },
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easy = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
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}
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NodUnitsRocket =
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{
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tough = { 'e3', 'e3', 'e3', 'e3' },
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@@ -34,6 +38,7 @@ NodUnitsRocket =
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normal = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' },
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easy = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }
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}
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Gdi1Units = { 'e1', 'e1', 'e2', 'e2', 'e2' }
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Obj2Units = { 'ftnk', 'e4', 'e4' }
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@@ -53,183 +58,118 @@ Chn1Waypoints = { ChnEntry.Location, waypoint0.Location }
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Chn2Waypoints = { ChnEntry.Location, waypoint0.Location }
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Gdi5Waypoint = { waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6, waypoint7 }
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HuntTriggerFunction = function()
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local list = enemy.GetGroundAttackers()
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Utils.Do(list, function(unit)
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IdleHunt(unit)
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OnAnyDamaged = function(actors, func)
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local triggered
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, function()
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if triggered then
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return
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end
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triggered = true
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func()
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end)
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end)
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end
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Chn1TriggerFunction = function()
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if not Chn1Switch then
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local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2]
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Utils.Do(cargo, function(actor)
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IdleHunt(actor)
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end)
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Chn1Switch = true
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end
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end
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Atk1TriggerFunction = function()
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if not Atk1Switch then
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for type, count in pairs({ ['e2'] = 2, ['jeep'] = 1, ['e1'] = 2}) do
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MyActors = Utils.Take(count, enemy.GetActorsByType(type))
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Utils.Do(MyActors, function(actor)
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IdleHunt(actor)
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end)
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end
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Atk1Switch = true
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end
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end
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Atk2TriggerFunction = function()
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if not Atk2Switch then
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for type, count in pairs({ ['e2'] = 2, ['e1'] = 2}) do
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MyActors = Utils.Take(count, enemy.GetActorsByType(type))
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Utils.Do(MyActors, function(actor)
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MoveAndHunt(actor, Gdi5Waypoint)
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end)
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end
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Atk2Switch = true
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end
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end
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Chn2TriggerFunction = function()
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if not Chn2Switch then
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local cargo = Reinforcements.ReinforceWithTransport(enemy, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2]
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Utils.Do(cargo, function(actor)
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IdleHunt(actor)
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end)
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Chn2Switch = true
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end
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end
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Obj2TriggerFunction = function()
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player.MarkCompletedObjective(NodObjective2)
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
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end
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MoveAndHunt = function(unit, waypoints)
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if unit ~= nil then
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Utils.Do(waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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end
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InsertNodUnits = function()
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local difficulty = Map.LobbyOption("difficulty")
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NodUnitsVehicle1 = NodUnitsVehicle1[difficulty]
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NodUnitsVehicle2 = NodUnitsVehicle2[difficulty]
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NodUnitsGunner = NodUnitsGunner[difficulty]
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NodUnitsRocket = NodUnitsRocket[difficulty]
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Media.PlaySpeechNotification(player, "Reinforce")
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NodUnitsVehicle1 = NodUnitsVehicle1[Difficulty]
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NodUnitsVehicle2 = NodUnitsVehicle2[Difficulty]
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NodUnitsGunner = NodUnitsGunner[Difficulty]
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NodUnitsRocket = NodUnitsRocket[Difficulty]
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Camera.Position = UnitsRallyVehicle2.CenterPosition
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Reinforcements.Reinforce(player, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10)
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Reinforcements.Reinforce(player, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15)
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Reinforcements.Reinforce(player, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
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Reinforcements.Reinforce(player, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25)
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Reinforcements.Reinforce(Nod, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10)
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Reinforcements.Reinforce(Nod, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25)
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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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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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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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InitObjectives(Nod)
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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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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("Steal the GDI nuclear detonator.")
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NodObjective2 = player.AddSecondaryObjective("Destroy the houses of the GDI supporters\nin the village.")
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GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")
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StealDetonator = Nod.AddObjective("Steal the GDI nuclear detonator.")
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DestroyVillage = Nod.AddObjective("Destroy the houses of the GDI supporters\nin the village.", "Secondary", false)
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InsertNodUnits()
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Trigger.OnEnteredFootprint(HuntCellTriggerActivator, function(a, id)
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if a.Owner == player then
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HuntTriggerFunction()
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if a.Owner == Nod then
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Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
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if a.Owner == player then
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Actor.Create('flare', true, { Owner = player, Location = waypoint17.Location })
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if a.Owner == Nod then
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Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location })
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
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Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, function()
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Nod.MarkCompletedObjective(DestroyVillage)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
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end)
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Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
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if a.Owner == player then
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NodObjective3 = player.AddPrimaryObjective("Move to the evacuation point.")
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player.MarkCompletedObjective(NodObjective1)
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if a.Owner == Nod then
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EvacuateObjective = Nod.AddObjective("Move to the evacuation point.")
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Nod.MarkCompletedObjective(StealDetonator)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
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if a.Owner == player and NodObjective3 then
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player.MarkCompletedObjective(NodObjective3)
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if a.Owner == Nod and EvacuateObjective then
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Nod.MarkCompletedObjective(EvacuateObjective)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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OnAnyDamaged(Chn1ActorTriggerActivator, Chn1TriggerFunction)
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OnAnyDamaged(Chn1ActorTriggerActivator, function()
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local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2]
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Utils.Do(cargo, IdleHunt)
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end)
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OnAnyDamaged(Atk1ActorTriggerActivator, Atk1TriggerFunction)
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OnAnyDamaged(Atk1ActorTriggerActivator, function()
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for type, count in pairs({ ['e2'] = 2, ['jeep'] = 1, ['e1'] = 2}) do
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Utils.Do(Utils.Take(count, GDI.GetActorsByType(type)), IdleHunt)
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end
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end)
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OnAnyDamaged(Atk2ActorTriggerActivator, Atk2TriggerFunction)
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OnAnyDamaged(Atk2ActorTriggerActivator, function()
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for type, count in pairs({ ['e2'] = 2, ['e1'] = 2}) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoint)
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end
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end)
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OnAnyDamaged(Chn2ActorTriggerActivator, Chn2TriggerFunction)
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OnAnyDamaged(Chn2ActorTriggerActivator, function()
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local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2]
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Utils.Do(cargo, IdleHunt)
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end)
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Trigger.OnEnteredFootprint(ChnCellTriggerActivator, function(a, id)
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if a.Owner == player then
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil)
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if a.Owner == Nod then
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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enemy.MarkCompletedObjective(GDIObjective)
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(StealDetonator)
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if EvacuateObjective then
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Nod.MarkFailedObjective(EvacuateObjective)
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end
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end
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end
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IdleHunt = function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end
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OnAnyDamaged = function(actors, func)
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, func)
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end)
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end
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@@ -1,6 +1,6 @@
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World:
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LuaScript:
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Scripts: nod06b.lua
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Scripts: campaign-global.lua, nod06b.lua
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MusicPlaylist:
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StartingMusic: rout
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VictoryMusic: nod_win1
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@@ -18,6 +18,7 @@ World:
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hard: Hard
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tough: Real tough guy
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Default: normal
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Locked: false
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Player:
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PlayerResources:
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