Use a global script in Tiberian Dawn
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@@ -17,6 +17,7 @@ DzneCellTriggerActivator = { CPos.New(26,24), CPos.New(25,24), CPos.New(24,24),
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ChinCellTriggerActivator = { CPos.New(31,49), CPos.New(30,49), CPos.New(29,49), CPos.New(28,49), CPos.New(27,49), CPos.New(26,49), CPos.New(25,49), CPos.New(24,49), CPos.New(23,49), CPos.New(22,49), CPos.New(21,49), CPos.New(20,49), CPos.New(31,48), CPos.New(30,48), CPos.New(29,48), CPos.New(28,48), CPos.New(27,48), CPos.New(26,48), CPos.New(25,48), CPos.New(24,48), CPos.New(23,48), CPos.New(22,48), CPos.New(21,48), CPos.New(20,48), CPos.New(31,47), CPos.New(30,47), CPos.New(29,47), CPos.New(28,47), CPos.New(27,47), CPos.New(26,47), CPos.New(25,47), CPos.New(24,47), CPos.New(23,47), CPos.New(22,47), CPos.New(21,47), CPos.New(20,47) }
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Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2, Atk2Actor3, Atk2Actor4, Atk2Actor5, Atk2Actor6 }
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BuildingsToCapture = { Barracks, Factory, Yard }
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Gdi1Units = { 'e1', 'e1', 'e1', 'e2', 'e2' }
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Gdi2Units = { 'e1', 'e1', 'e3', 'e3', 'e3' }
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@@ -27,152 +28,112 @@ Gdi5Units = { 'e1', 'e2', 'e2', 'e3', 'e3' }
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AllUnits = { Gdi1Units, Gdi2Units, Gdi3Units, Gdi4Units, Gdi5Units }
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Grd1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 }
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Atk1TriggerFunctionTime = DateTime.Seconds(3)
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ProdTriggerFunctionTime = DateTime.Minutes(5)
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Atk1TriggerFunction = function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) 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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MovementAndHunt(actor, Grd1Waypoints)
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end)
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end
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end
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Atk2TriggerFunction = function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) 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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end
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ProductionDelay = DateTime.Minutes(5)
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ProdTriggerFunction = function()
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local Units = AllUnits[DateTime.GameTime % #AllUnits + 1]
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Utils.Do(Units, function(UnitType)
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if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == enemy then
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Factory.Build({UnitType})
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elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == enemy then
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Barracks.Build({UnitType})
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local units = AllUnits[DateTime.GameTime % #AllUnits + 1]
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Utils.Do(units, function(unitType)
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if (unitType == 'jeep' or unitType == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then
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Factory.Build({ unitType })
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elseif (unitType == 'e1' or unitType == 'e2' or unitType == 'e3') and not Barracks.IsDead and Barracks.Owner == GDI then
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Barracks.Build({ unitType })
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end
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end)
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local list = enemy.GetGroundAttackers()
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local counter = 1
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while counter <= 5 do
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counter = counter + 1
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if counter <= #list then
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IdleHunt(list[counter])
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end
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end
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Utils.Do(Utils.Take(5, GDI.GetGroundAttackers()), IdleHunt)
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Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction)
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end
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MovementAndHunt = 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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Trigger.AfterDelay(ProductionDelay, ProdTriggerFunction)
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end
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InsertNodUnits = function()
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Camera.Position = UnitsRallyRight.CenterPosition
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30)
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Reinforcements.Reinforce(player, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15)
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Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
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Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30)
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Reinforcements.Reinforce(Nod, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15)
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Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
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Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
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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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NodObjective3 = player.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard.")
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GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")
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NodObjective1 = Nod.AddObjective("Steal the GDI nuclear detonator.")
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InfiltrateObjective = Nod.AddObjective("Infiltrate the barracks, weapon factory and\nthe construction yard.", "Secondary", false)
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InsertNodUnits()
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Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Grd1Waypoints)
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end
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end)
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Trigger.OnAllKilled(Atk2ActorTriggerActivator, Atk2TriggerFunction)
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Trigger.OnAllKilled(Atk2ActorTriggerActivator, function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) 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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Trigger.OnEnteredFootprint(ChinCellTriggerActivator, 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, waypoint10.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, waypoint10.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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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 = waypoint10.Location })
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if a.Owner == Nod then
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Actor.Create('flare', true, { Owner = Nod, Location = waypoint10.Location })
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Trigger.RemoveFootprintTrigger(id)
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end
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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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NodObjective2 = 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(NodObjective1)
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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 NodObjective2 then
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player.MarkCompletedObjective(NodObjective2)
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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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Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction)
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Trigger.AfterDelay(ProductionDelay, ProdTriggerFunction)
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Trigger.OnAnyKilled(BuildingsToCapture, function()
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if not Nod.IsObjectiveCompleted(InfiltrateObjective) then
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Nod.MarkFailedObjective(InfiltrateObjective)
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end
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end)
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Utils.Do(BuildingsToCapture, function(building)
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local captured = 0
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Trigger.OnCapture(building, function()
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captured = captured + 1
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if captured == 3 then
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Nod.MarkCompletedObjective(InfiltrateObjective)
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end
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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 DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(GDIObjective)
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end
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(StealDetonator)
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if DateTime.GameTime % 5 == 0 and Barracks.Owner == player and Factory.Owner == player and Yard.Owner == player then
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player.MarkCompletedObjective(NodObjective3)
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end
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if DateTime.GameTime % 7 == 0 and not player.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then
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player.MarkFailedObjective(NodObjective3)
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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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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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