Use global objective initialisation.
This commit is contained in:
committed by
abcdefg30
parent
d42edfc0b9
commit
b9bfbfd5ac
@@ -103,36 +103,18 @@ WorldLoaded = function()
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StartAI()
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Trigger.OnObjectiveAdded(GDI, 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(GDI, 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(GDI, 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(GDI, function()
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Media.PlaySpeechNotification(Nod, "Win")
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end)
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Trigger.OnPlayerLost(GDI, function()
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Media.PlaySpeechNotification(Nod, "Lose")
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end)
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InitObjectives(GDI)
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ProtectMoebius = GDI.AddObjective("Protect Dr. Mobius.")
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Trigger.OnKilled(DrMoebius, function()
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GDI.MarkFailedObjective(ProtectMoebius)
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end)
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ProtectHospital = GDI.AddObjective("Protect the Hospital.")
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Trigger.OnKilled(Hospital, function()
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GDI.MarkFailedObjective(ProtectHospital)
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end)
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CiviliansKilledThreshold = CiviliansKilledThreshold[Difficulty]
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ProtectCivilians = GDI.AddObjective("Keep at least " .. 14 - CiviliansKilledThreshold .. " out of 14 Civilians alive.")
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Utils.Do(Civilians, function(civilian)
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@@ -143,11 +125,11 @@ WorldLoaded = function()
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end
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end)
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end)
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SecureArea = GDI.AddObjective("Destroy the Nod bases.")
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KillGDI = Nod.AddObjective("Kill all enemies!")
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AirSupport = GDI.AddObjective("Destroy the SAM sites to receive air support.", "Secondary", false)
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Trigger.OnAllKilled(SamSites, function()
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GDI.MarkCompletedObjective(AirSupport)
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@@ -159,20 +141,20 @@ WorldLoaded = function()
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Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(handofnod) end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(nodairfield) end)
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local InitialArrivingUnits =
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{
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{
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{ units = { Actor252, Actor253, Actor223, Actor225, Actor222, Actor258, Actor259, Actor260, Actor261, Actor254, Actor255, Actor256, Actor257 }, distance = -1 },
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{ units = { Actor218, Actor220, Actor224, Actor226 }, distance = -2 },
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{ units = { gdiAPC1 }, distance = -3 }
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}
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Utils.Do(InitialArrivingUnits, function(group)
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Utils.Do(group.units, function(unit)
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unit.Move(unit.Location + CVec.New(0, group.distance), 0)
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end)
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end)
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Utils.Do(NodHelis, function(heli)
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if heli.delay == DateTime.Seconds(0) then -- heli1 comes only when specific units are killed, see below
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return
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@@ -171,14 +171,6 @@ HelicopterGone = function()
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end
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end
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MissionAccomplished = function()
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Media.PlaySpeechNotification(Greece, "MissionAccomplished")
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end
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MissionFailed = function()
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Media.PlaySpeechNotification(Greece, "MissionFailed")
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end
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SetUnitStances = function()
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Utils.Do(Map.NamedActors, function(a)
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if a.Owner == Greece then
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@@ -196,18 +188,7 @@ WorldLoaded = function()
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England = Player.GetPlayer("England")
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USSR = Player.GetPlayer("USSR")
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Trigger.OnObjectiveAdded(Greece, 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(Greece, 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(Greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(Greece, MissionFailed)
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Trigger.OnPlayerWon(Greece, MissionAccomplished)
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InitObjectives(Greece)
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FindEinsteinObjective = Greece.AddObjective("Find Einstein.")
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TanyaSurviveObjective = Greece.AddObjective("Tanya must survive.")
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@@ -218,21 +218,7 @@ WorldLoaded = function()
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england = Player.GetPlayer("England")
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ussr = Player.GetPlayer("USSR")
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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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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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InitObjectives(player)
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ussrObj = ussr.AddObjective("Deny the allies!")
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@@ -106,34 +106,12 @@ InitPlayers = function()
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ussr.Cash = 10000
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end
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InitObjectives = function()
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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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AddObjectives = function()
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KillBridges = player.AddObjective("Destroy all bridges.")
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TanyaSurvive = player.AddObjective("Tanya must survive.")
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KillUSSR = player.AddObjective("Destroy all Soviet oil pumps.", "Secondary", false)
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FreePrisoners = player.AddObjective("Free all Allied soldiers and keep them alive.", "Secondary", false)
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ussr.AddObjective("Bridges must not be destroyed.")
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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.OnPlayerLost(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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end)
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end
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InitTriggers = function()
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@@ -276,7 +254,8 @@ WorldLoaded = function()
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InitPlayers()
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InitObjectives()
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InitObjectives(player)
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AddObjectives()
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InitTriggers()
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SendAlliedUnits()
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end
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@@ -170,34 +170,14 @@ InitPlayers = function()
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ussr.Cash = 10000
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end
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InitObjectives = function()
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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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AddObjectives = function()
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InitObjectives(player)
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KillBridges = player.AddObjective("Destroy all bridges.")
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TanyaSurvive = player.AddObjective("Tanya must survive.")
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FindAllies = player.AddObjective("Find our lost tanks.", "Secondary", false)
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FreePrisoners = player.AddObjective("Free all Allied soldiers and keep them alive.", "Secondary", false)
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ussr.AddObjective("Bridges must not be destroyed.")
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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.OnPlayerLost(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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end)
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end
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InitTriggers = function()
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@@ -381,7 +361,7 @@ WorldLoaded = function()
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InitPlayers()
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InitObjectives()
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AddObjectives()
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InitTriggers()
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SetupAlliedUnits()
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end
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@@ -138,31 +138,9 @@ Tick = function()
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end
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end
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InitObjectives = function()
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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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AddObjectives = function()
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KillUSSR = player.AddObjective("Destroy all Soviet units and buildings in this region.")
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DestroyConvoys = player.AddObjective("Eliminate all passing Soviet convoys.", "Secondary", false)
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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.OnPlayerLost(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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end)
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end
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WorldLoaded = function()
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@@ -171,7 +149,8 @@ WorldLoaded = function()
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Camera.Position = AlliedConyard.CenterPosition
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InitObjectives()
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InitObjectives(player)
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AddObjectives()
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ConvoyDelay = ConvoyDelays[Difficulty]
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ParadropDelay = ParadropDelays[Difficulty]
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@@ -371,36 +371,19 @@ InitTriggers = function()
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end)
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end
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InitObjectives = function()
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Trigger.OnObjectiveAdded(greece, 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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AddObjectives = function()
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ussrObj = ussr.AddObjective("Deny the Allies.")
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mainObj = greece.AddObjective("Rescue Tanya.")
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KillAll = greece.AddObjective("Eliminate all Soviet units in this area.")
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infWarfactory = greece.AddObjective("Infiltrate the Soviet warfactory.", "Secondary", false)
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Trigger.OnObjectiveCompleted(greece, 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(greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(greece, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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Trigger.OnPlayerWon(greece, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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end
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WorldLoaded = function()
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greece = Player.GetPlayer("Greece")
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ussr = Player.GetPlayer("USSR")
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InitObjectives()
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InitObjectives(greece)
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AddObjectives()
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InitTriggers()
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SendSpy()
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@@ -386,29 +386,13 @@ WorldLoaded = function()
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USSR = Player.GetPlayer("USSR")
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GoodGuy = Player.GetPlayer("GoodGuy")
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Trigger.OnObjectiveAdded(Greece, 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(Greece)
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USSRObj = USSR.AddObjective("Deny the Allies.")
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MainObj = Greece.AddObjective("Rescue Tanya.")
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KillAll = Greece.AddObjective("Eliminate all Soviet units in this area.")
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InfWarfactory = Greece.AddObjective("Infiltrate the Soviet warfactory.", "Secondary", false)
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Trigger.OnObjectiveCompleted(Greece, 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(Greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(Greece, function()
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Media.PlaySpeechNotification(Greece, "Lose")
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end)
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Trigger.OnPlayerWon(Greece, function()
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Media.PlaySpeechNotification(Greece, "Win")
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end)
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InitTriggers()
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SendSpy()
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ChurchFootprint()
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@@ -344,29 +344,13 @@ WorldLoaded = function()
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Greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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Trigger.OnObjectiveAdded(Greece, 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(Greece)
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USSRObj = USSR.AddObjective("Deny the Allies.")
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MainObj = Greece.AddObjective("Rescue Tanya.")
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KillAll = Greece.AddObjective("Eliminate all Soviet units in this area.")
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InfWarfactory = Greece.AddObjective("Infiltrate the Soviet warfactory.", "Secondary", false)
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Trigger.OnObjectiveCompleted(Greece, 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(Greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(Greece, function()
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Media.PlaySpeechNotification(Greece, "Lose")
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end)
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Trigger.OnPlayerWon(Greece, function()
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Media.PlaySpeechNotification(Greece, "Win")
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end)
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InitTriggers()
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SendSpy()
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Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
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@@ -179,24 +179,7 @@ WorldLoaded = function()
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player = Player.GetPlayer("Greece")
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ussr = Player.GetPlayer("USSR")
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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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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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InitObjectives(Greece)
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InfiltrateTechCenterObj = player.AddObjective("Infiltrate one of the Soviet tech centers with a spy.")
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CaptureRadarDomeObj = player.AddObjective("Capture the Radar Dome at the shore.", "Secondary", false)
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@@ -183,24 +183,7 @@ WorldLoaded = function()
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player = Player.GetPlayer("Greece")
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ussr = Player.GetPlayer("USSR")
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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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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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InitObjectives(player)
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InfiltrateTechCenterObj = player.AddObjective("Infiltrate one of the Soviet tech centers with a spy.")
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CaptureRadarDomeObj = player.AddObjective("Capture the Radar Dome at the shore.", "Secondary", false)
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@@ -185,29 +185,12 @@ WorldLoaded = function()
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Camera.Position = DefaultCameraPosition.CenterPosition
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InitObjectives(greece)
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CaptureRadarDomeObj = greece.AddObjective("Capture the Radar Dome.")
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DestroySubPens = greece.AddObjective("Destroy all Soviet Sub Pens")
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ClearSubActivity = greece.AddObjective("Clear the area of all sub activity", "Secondary", false)
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BeatAllies = ussr.AddObjective("Defeat the Allied forces.")
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Trigger.OnObjectiveCompleted(greece, 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(greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(greece, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(greece, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(greece, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(greece, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
|
||||
|
||||
InitialAlliedReinforcements()
|
||||
|
||||
@@ -119,29 +119,12 @@ WorldLoaded = function()
|
||||
ussr = Player.GetPlayer("USSR")
|
||||
germany = Player.GetPlayer("Germany")
|
||||
|
||||
InitObjectives(greece)
|
||||
DefendChronosphere = greece.AddObjective("Defend the Chronosphere and the Tech Center\nat all costs.")
|
||||
KeepBasePowered = greece.AddObjective("The Chronosphere must have power when the\ntimer runs out.")
|
||||
EvacuateScientists = greece.AddObjective("Evacuate all scientists from the island to\nthe west.", "Secondary", false)
|
||||
BeatAllies = ussr.AddObjective("Defeat the Allied forces.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(greece, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(greece, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(greece, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(greece, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function()
|
||||
Media.PlaySpeechNotification(greece, "TwentyMinutesRemaining")
|
||||
end)
|
||||
|
||||
@@ -119,29 +119,12 @@ WorldLoaded = function()
|
||||
ussr = Player.GetPlayer("USSR")
|
||||
england = Player.GetPlayer("England")
|
||||
|
||||
InitObjectives(greece)
|
||||
DefendChronosphere = greece.AddObjective("Defend the Chronosphere and the Tech Center\nat all costs.")
|
||||
KeepBasePowered = greece.AddObjective("The Chronosphere must have power when the\ntimer runs out.")
|
||||
EvacuateScientists = greece.AddObjective("Evacuate all scientists from the island to\nthe east.", "Secondary", false)
|
||||
BeatAllies = ussr.AddObjective("Defeat the Allied forces.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(greece, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(greece, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(greece, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(greece, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function()
|
||||
Media.PlaySpeechNotification(greece, "TwentyMinutesRemaining")
|
||||
end)
|
||||
|
||||
@@ -25,14 +25,6 @@ HuntDogsGroup = { Dog701, Dog702, Dog703, Dog704, Dog705, Dog706 }
|
||||
KosyginType = "gnrl"
|
||||
KosyginContacted = false
|
||||
|
||||
MissionAccomplished = function()
|
||||
Media.PlaySpeechNotification(Greece, "MissionAccomplished")
|
||||
end
|
||||
|
||||
MissionFailed = function()
|
||||
Media.PlaySpeechNotification(Greece, "MissionFailed")
|
||||
end
|
||||
|
||||
InitialAlliedReinforcements = function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
|
||||
@@ -138,7 +130,7 @@ TriggerRevealUSSRBase = function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(15), cam.Destroy)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
TriggerRevealUSSRFC = function()
|
||||
Trigger.OnEnteredProximityTrigger(UpperBaseWP.CenterPosition, WDist.FromCells(10), function(a, id)
|
||||
@@ -148,14 +140,14 @@ TriggerRevealUSSRFC = function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(15), cam.Destroy)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
TriggerExtractKosygin = function()
|
||||
Trigger.OnEnteredProximityTrigger(KosyginExtractPoint.CenterPosition, WDist.FromCells(10), function(actor, triggerflee)
|
||||
if actor.Type == KosyginType then
|
||||
Reinforcements.ReinforceWithTransport(Greece, ExtractionHelicopterType, nil, ExtractionPath)
|
||||
Trigger.RemoveProximityTrigger(triggerflee)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
Greece.MarkCompletedObjective(KosyginSurviveObjective)
|
||||
Greece.MarkCompletedObjective(ExtractObjective)
|
||||
Media.PlaySpeechNotification(Greece, "ObjectiveMet")
|
||||
@@ -167,12 +159,11 @@ end
|
||||
WorldLoaded = function()
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
InitObjectives(Greece)
|
||||
UseSpyObjective = Greece.AddObjective("Infiltrate the Soviet command center and\ncontact Kosygin.")
|
||||
KosyginSurviveObjective = Greece.AddObjective("Kosygin must survive.")
|
||||
USSRObj = USSR.AddObjective("Eliminate all Allied forces.")
|
||||
Trigger.OnPlayerLost(Greece, MissionFailed)
|
||||
Trigger.OnPlayerWon(Greece, MissionAccomplished)
|
||||
InitialAlliedReinforcements()
|
||||
InfiltrateForwardCenter()
|
||||
InitialSovietPatrols()
|
||||
|
||||
@@ -137,10 +137,8 @@ Tick = function()
|
||||
end
|
||||
end
|
||||
|
||||
InitObjectives = function()
|
||||
Trigger.OnObjectiveAdded(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
AddObjectives = function()
|
||||
InitObjectives(Allies)
|
||||
|
||||
DiscoverObjective = Allies.AddObjective("Find the outpost.")
|
||||
|
||||
@@ -154,21 +152,6 @@ InitObjectives = function()
|
||||
Creeps.GetActorsByType("harv")[1].Stop()
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "MissionFailed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(Allies, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(Allies, "MissionAccomplished") end)
|
||||
end)
|
||||
|
||||
Camera.Position = Ranger.CenterPosition
|
||||
end
|
||||
|
||||
@@ -176,7 +159,7 @@ WorldLoaded = function()
|
||||
Allies = Player.GetPlayer("Spain")
|
||||
AntMan = Player.GetPlayer("AntMan")
|
||||
Creeps = Player.GetPlayer("Creeps")
|
||||
InitObjectives()
|
||||
AddObjectives()
|
||||
Trigger.OnKilled(MoneyDerrick, function()
|
||||
Actor.Create("moneycrate", true, { Owner = Allies, Location = MoneyDerrick.Location + CVec.New(1,0) })
|
||||
end)
|
||||
|
||||
@@ -92,27 +92,12 @@ WorldLoaded = function()
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
England = Player.GetPlayer("England")
|
||||
|
||||
Trigger.OnObjectiveAdded(Spain, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(Spain)
|
||||
|
||||
EatSpain = BadGuy.AddObjective("For the Swarm!")
|
||||
GasNests = Spain.AddObjective("Gas every ant nest.")
|
||||
KillAll = Spain.AddObjective("Kill every ant lurking above ground.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(Spain, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Spain, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
Trigger.OnPlayerLost(Spain, function()
|
||||
Media.PlaySpeechNotification(Spain, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Spain, function()
|
||||
Media.PlaySpeechNotification(Spain, "Win")
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
Start()
|
||||
GasAntNests()
|
||||
|
||||
@@ -322,25 +322,7 @@ WorldLoaded = function()
|
||||
|
||||
Utils.Do({ allies1, allies2 }, function(player)
|
||||
if player and player.IsLocalPlayer then
|
||||
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)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
InitObjectives(player)
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
@@ -295,26 +295,7 @@ WorldLoaded = function()
|
||||
humans = { allies1, allies2 }
|
||||
Utils.Do(humans, function(player)
|
||||
if player and player.IsLocalPlayer then
|
||||
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)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
|
||||
InitObjectives(player)
|
||||
TextColor = player.Color
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -490,28 +490,12 @@ WorldLoaded = function()
|
||||
England = Player.GetPlayer("England")
|
||||
Civilians = Player.GetPlayer("GreekCivilians")
|
||||
|
||||
Trigger.OnObjectiveAdded(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
AddObjectives(Allies)
|
||||
|
||||
SovietObj = USSR.AddObjective("Kill Stavros.")
|
||||
ProtectVIPs = Allies.AddObjective("Keep Stavros and Tanya alive.")
|
||||
ExtractStavros = Allies.AddObjective("Get Stavros and Tanya to the extraction helicopter.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Win")
|
||||
end)
|
||||
|
||||
InsertionDrop = Actor.Create("insertiondrop", false, { Owner = Allies })
|
||||
InsertionDropHard = Actor.Create("insertiondrophard", false, { Owner = Allies })
|
||||
RifleDropA = Actor.Create("rifledrop", false, { Owner = Allies })
|
||||
|
||||
@@ -233,9 +233,7 @@ WorldLoaded = function()
|
||||
Allies = Player.GetPlayer("Allies")
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
|
||||
Trigger.OnObjectiveAdded(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(Allies)
|
||||
|
||||
if Difficulty == "easy" then
|
||||
RescueCivilians = Allies.AddObjective("Evacuate at least half of the civilians to the island\nshelter.")
|
||||
@@ -248,20 +246,6 @@ WorldLoaded = function()
|
||||
ClearWaterway = Allies.AddObjective("Clear the area of enemy submarine activity.", "Secondary", false)
|
||||
SovietObj = USSR.AddObjective("Defeat Allies.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Win")
|
||||
end)
|
||||
|
||||
CiviliansEvacuatedThreshold = CiviliansEvacuatedThreshold[Difficulty]
|
||||
CiviliansKilledThreshold = CiviliansKilledThreshold[Difficulty]
|
||||
TextColor = Allies.Color
|
||||
|
||||
@@ -92,7 +92,7 @@ AlliedReinforcements = function()
|
||||
Reinforcements.Reinforce(Greece, AlliedHouseSquad, { VillageSpawnAllies.Location, VillageRally.Location }, 0)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -356,26 +356,11 @@ WorldLoaded = function()
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
GoodGuy = Player.GetPlayer("GoodGuy")
|
||||
|
||||
Trigger.OnObjectiveAdded(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(Greece)
|
||||
|
||||
SovietObj = USSR.AddObjective("Defeat Allies.")
|
||||
RescueScientists = Greece.AddObjective("Rescue the scientists and escort them back to the\nextraction point.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
Trigger.OnPlayerLost(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Win")
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
Paradrop1 = Actor.Create("paradrop1", false, { Owner = USSR })
|
||||
Paradrop2 = Actor.Create("paradrop2", false, { Owner = USSR })
|
||||
|
||||
@@ -353,26 +353,7 @@ WorldLoaded = function()
|
||||
|
||||
Utils.Do(humans, function(player)
|
||||
if player and player.IsLocalPlayer then
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
local objectiveType = string.lower(p.GetObjectiveType(id))
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. objectiveType .. " 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)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
InitObjectives(player)
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
@@ -243,23 +243,7 @@ WorldLoaded = function()
|
||||
player = Player.GetPlayer("Allies")
|
||||
soviets = Player.GetPlayer("Soviets")
|
||||
|
||||
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)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
InitObjectives(player)
|
||||
|
||||
sovietObjective = soviets.AddObjective("Destroy the village.")
|
||||
villageObjective = player.AddObjective("Save the village.")
|
||||
|
||||
@@ -107,7 +107,7 @@ SetupAlliedBase = function()
|
||||
end
|
||||
|
||||
SendAlliedUnits = function()
|
||||
InitObjectives()
|
||||
AddObjectives()
|
||||
|
||||
Camera.Position = StartEntryPoint.CenterPosition
|
||||
|
||||
@@ -124,7 +124,7 @@ SendAlliedUnits = function()
|
||||
Trigger.OnKilled(unit, function()
|
||||
player.MarkFailedObjective(StealMoney)
|
||||
end)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
@@ -294,10 +294,8 @@ InitPlayers = function()
|
||||
Trigger.AfterDelay(0, function() badguy.Resources = badguy.ResourceCapacity * 0.75 end)
|
||||
end
|
||||
|
||||
InitObjectives = function()
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
AddObjectives = function()
|
||||
InitObjectives(player)
|
||||
|
||||
EliminateSuperTanks = player.AddObjective("Eliminate these super tanks.")
|
||||
StealMoney = player.AddObjective("Steal money from the nearby outpost with the Thief.")
|
||||
@@ -309,25 +307,15 @@ InitObjectives = function()
|
||||
UkraineObj = ukraine.AddObjective("Survive.")
|
||||
TurkeyObj = turkey.AddObjective("Destroy.")
|
||||
|
||||
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.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
|
||||
ussr.MarkCompletedObjective(USSRObj)
|
||||
badguy.MarkCompletedObjective(BadGuyObj)
|
||||
ukraine.MarkCompletedObjective(UkraineObj)
|
||||
turkey.MarkCompletedObjective(TurkeyObj)
|
||||
end)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
Media.DisplayMessage("Dr. Demitri has been extracted and the super tanks have been dealt with.")
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.DisplayMessage("Dr. Demitri has been extracted and the super tanks have been dealt with.")
|
||||
ussr.MarkFailedObjective(USSRObj)
|
||||
badguy.MarkFailedObjective(BadGuyObj)
|
||||
ukraine.MarkFailedObjective(UkraineObj)
|
||||
|
||||
@@ -227,22 +227,7 @@ WorldLoaded = function()
|
||||
StopProduction = Greece.AddObjective("Destroy the Soviet sub pen.")
|
||||
PowerDownTeslaCoils = Greece.AddObjective("Take down power to the tesla coils.")
|
||||
|
||||
Trigger.OnObjectiveAdded(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
Trigger.OnPlayerLost(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Win")
|
||||
end)
|
||||
InitObjectives(Greece)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), function()
|
||||
Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
|
||||
|
||||
@@ -137,29 +137,13 @@ WorldLoaded = function()
|
||||
ussr = Player.GetPlayer("USSR")
|
||||
badguy = Player.GetPlayer("BadGuy")
|
||||
|
||||
Trigger.OnObjectiveAdded(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(greece)
|
||||
|
||||
objDestroyAllTrucks = greece.AddObjective("Prevent Soviet convoy trucks from escaping.")
|
||||
objKillAll = greece.AddObjective("Clear the sector of all Soviet presence.")
|
||||
objRadarSpy = greece.AddObjective("Infiltrate the Soviet Radar Dome to reveal truck \necape routes.", "Secondary", false)
|
||||
ussrObj = ussr.AddObjective("Deny the Allies.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(greece, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(greece, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
ActivateAI()
|
||||
SetupTriggers()
|
||||
MissionStart()
|
||||
|
||||
@@ -457,9 +457,7 @@ WorldLoaded = function()
|
||||
france = Player.GetPlayer("France")
|
||||
germany = Player.GetPlayer("Germany")
|
||||
|
||||
Trigger.OnObjectiveAdded(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(greece)
|
||||
|
||||
ussrObj = ussr.AddObjective("Defeat the Allies.")
|
||||
ExitBase = greece.AddObjective("Reach the eastern exit of the facility.")
|
||||
@@ -470,20 +468,6 @@ WorldLoaded = function()
|
||||
NoCasualties = greece.AddPrimaryObjective("Do not lose a single soldier or civilian\nunder your command.")
|
||||
end
|
||||
|
||||
Trigger.OnObjectiveCompleted(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(greece, function()
|
||||
Media.PlaySpeechNotification(greece, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(greece, function()
|
||||
Media.PlaySpeechNotification(greece, "Win")
|
||||
end)
|
||||
|
||||
StartSpy.DisguiseAsType("e1", ussr)
|
||||
StartAttacker1.AttackMove(start.Location)
|
||||
StartAttacker2.AttackMove(start.Location)
|
||||
|
||||
@@ -124,22 +124,7 @@ WorldLoaded = function()
|
||||
SovietObj = USSR.AddObjective("Defeat the Allies.")
|
||||
TakeOutPower = Greece.AddObjective("Bring down the power of the base to the east.")
|
||||
|
||||
Trigger.OnObjectiveAdded(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
Trigger.OnPlayerLost(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Win")
|
||||
end)
|
||||
InitObjectives(Greece)
|
||||
|
||||
StartSpy.DisguiseAsType("e1", BadGuy)
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
|
||||
@@ -120,7 +120,7 @@ MissionTriggers = function()
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
if not NEVillage3.IsDead then
|
||||
if not NEVillage3.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn3.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
if not NEVillage4.IsDead then
|
||||
@@ -249,7 +249,7 @@ MissionTriggers = function()
|
||||
if not SWVillage3.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn3.Location, CivRallySE.Location }, 0)
|
||||
end
|
||||
if not SWVillage4.IsDead then
|
||||
if not SWVillage4.IsDead then
|
||||
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn4.Location, CivRallyNW.Location }, 0)
|
||||
end
|
||||
end)
|
||||
@@ -307,32 +307,12 @@ WorldLoaded = function()
|
||||
GoodGuy = Player.GetPlayer("GoodGuy")
|
||||
Spain = Player.GetPlayer("Spain")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(USSR)
|
||||
|
||||
BeatRussia = Greece.AddObjective("Stop Ivan.")
|
||||
KillAll = USSR.AddObjective("Destroy all that oppose us.")
|
||||
CaptureDome = USSR.AddObjective("Capture the enemy radar dome.", "Secondary", false)
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Camera.Position = LZ.CenterPosition
|
||||
ShockDrop = Actor.Create("shockdrop", false, { Owner = USSR })
|
||||
MissionStart()
|
||||
|
||||
@@ -240,22 +240,7 @@ WorldLoaded = function()
|
||||
StopTrucks = Allies.AddObjective("Destroy all Soviet convoy trucks.")
|
||||
DestroyBridges = Allies.AddObjective("Destroy the nearby bridges to slow the\nconvoys down.", "Secondary", false)
|
||||
|
||||
Trigger.OnObjectiveAdded(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
Trigger.OnPlayerLost(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Win")
|
||||
end)
|
||||
InitObjectives(Allies)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function()
|
||||
Media.PlaySpeechNotification(Allies, "WarningFiveMinutesRemaining")
|
||||
|
||||
@@ -54,27 +54,11 @@ WorldLoaded = function()
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
BadGuy = Player.GetPlayer("BadGuy")
|
||||
|
||||
Trigger.OnObjectiveAdded(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(Allies)
|
||||
|
||||
SovietObj = USSR.AddObjective("Stop the Allies")
|
||||
DestroyAll = Allies.AddObjective("Destroy all Soviet units and structures.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Allies, function()
|
||||
Media.PlaySpeechNotification(Allies, "Win")
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
PowerProxy = Actor.Create("paratroopers", false, { Owner = BadGuy })
|
||||
Setup()
|
||||
|
||||
@@ -169,9 +169,7 @@ WorldLoaded = function()
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
Turkey = Player.GetPlayer("Turkey")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(USSR)
|
||||
|
||||
LaunchMissles = Turkey.AddObjective("Survive until time expires.")
|
||||
KillPower = USSR.AddObjective("Bring the base to low power. Volkov will arrive\nonce the defenses are down.")
|
||||
@@ -180,24 +178,6 @@ WorldLoaded = function()
|
||||
KillSams = USSR.AddObjective("Destroy all sam sites on the island.\nOur strategic bombers will finish the rest.", "Secondary", false)
|
||||
VolkovSurvive = USSR.AddObjective("Volkov must survive.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function()
|
||||
Media.PlaySpeechNotification(USSR, "WarningFiveMinutesRemaining")
|
||||
end)
|
||||
|
||||
@@ -72,15 +72,7 @@ WorldLoaded = function()
|
||||
france = Player.GetPlayer("France")
|
||||
germany = Player.GetPlayer("Germany")
|
||||
|
||||
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(player)
|
||||
|
||||
VillageRaidObjective = player.AddObjective("Raze the village.")
|
||||
|
||||
@@ -90,14 +82,6 @@ WorldLoaded = function()
|
||||
|
||||
JeepDemolishingBridge()
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
|
||||
Paradrop = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), InsertYaks)
|
||||
Paratroopers()
|
||||
|
||||
@@ -50,26 +50,11 @@ WorldLoaded = function()
|
||||
player = Player.GetPlayer("USSR")
|
||||
greece = Player.GetPlayer("Greece")
|
||||
|
||||
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(player)
|
||||
|
||||
CommandCenterIntact = player.AddObjective("Protect the Command Center.")
|
||||
DestroyAllAllied = player.AddObjective("Destroy all Allied units and structures.")
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
|
||||
Camera.Position = CameraWaypoint.CenterPosition
|
||||
|
||||
Trigger.OnKilled(CommandCenter, function()
|
||||
|
||||
@@ -178,21 +178,8 @@ WorldLoaded = function()
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
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)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
InitObjectives(player)
|
||||
alliedObjective = enemy.AddObjective("Destroy all Soviet troops.")
|
||||
sovietObjective1 = player.AddObjective("Protect the Command Center.")
|
||||
sovietObjective2 = player.AddObjective("Destroy all Allied units and structures.")
|
||||
|
||||
@@ -335,23 +335,11 @@ WorldLoaded = function()
|
||||
player = Player.GetPlayer("USSR")
|
||||
enemy = Player.GetPlayer("England")
|
||||
greece = Player.GetPlayer("Greece")
|
||||
|
||||
Camera.Position = Playerbase.CenterPosition
|
||||
IntroSequence()
|
||||
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)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
InitObjectives(player)
|
||||
alliedObjective = enemy.AddObjective("Destroy all Soviet troops.")
|
||||
sovietObjective1 = player.AddObjective("Kill the enemy spy.")
|
||||
sovietObjective2 = player.AddObjective("Clear the nearby farm for reinforcements.", "Secondary", false)
|
||||
|
||||
@@ -132,28 +132,12 @@ WorldLoaded = function()
|
||||
|
||||
RunInitialActivities()
|
||||
|
||||
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(player)
|
||||
|
||||
KillAll = player.AddObjective("Defeat the Allied forces.")
|
||||
BeatUSSR = Greece.AddObjective("Defeat the Soviet forces.")
|
||||
KillRadar = player.AddObjective("Destroy Allied Radar Dome to stop enemy\nreinforcements.", "Secondary", false)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(RadarDome, function()
|
||||
player.MarkCompletedObjective(KillRadar)
|
||||
Media.PlaySpeechNotification(player, "ObjectiveMet")
|
||||
|
||||
@@ -117,28 +117,12 @@ WorldLoaded = function()
|
||||
|
||||
RunInitialActivities()
|
||||
|
||||
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(player)
|
||||
|
||||
KillAll = player.AddObjective("Defeat the Allied forces.")
|
||||
BeatUSSR = Greece.AddObjective("Defeat the Soviet forces.")
|
||||
KillRadar = player.AddObjective("Destroy Allied Radar Dome to stop enemy\nreinforcements.", "Secondary", false)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(RadarDome, function()
|
||||
player.MarkCompletedObjective(KillRadar)
|
||||
Media.PlaySpeechNotification(player, "ObjectiveMet")
|
||||
|
||||
@@ -186,16 +186,7 @@ WorldLoaded = function()
|
||||
GoodGuy = Player.GetPlayer("GoodGuy")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
|
||||
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")
|
||||
Media.PlaySpeechNotification(player, "ObjectiveMet")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
InitObjectives(player)
|
||||
|
||||
CaptureObjective = player.AddObjective("Capture the Radar Dome.")
|
||||
KillAll = player.AddObjective("Defeat the Allied forces.")
|
||||
@@ -271,13 +262,5 @@ WorldLoaded = function()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
|
||||
Camera.Position = StartCamPoint.CenterPosition
|
||||
end
|
||||
|
||||
@@ -113,12 +113,15 @@ end)
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("USSR")
|
||||
enemy = Player.GetPlayer("Greece")
|
||||
|
||||
Camera.Position = CameraStart.CenterPosition
|
||||
|
||||
Mcv.Move(McvWaypoint.Location)
|
||||
Harvester.FindResources()
|
||||
Utils.Do(IntroAttackers, function(actor)
|
||||
IdleHunt(actor)
|
||||
end)
|
||||
|
||||
Utils.Do(Map.NamedActors, function(actor)
|
||||
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
@@ -128,23 +131,12 @@ WorldLoaded = function()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements1, SovietReinforcements1Waypoints)
|
||||
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements2, SovietReinforcements2Waypoints)
|
||||
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)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
InitObjectives(player)
|
||||
|
||||
alliedObjective = enemy.AddObjective("Destroy all Soviet troops.")
|
||||
sovietObjective = player.AddObjective("Escort the Convoy.")
|
||||
sovietObjective2 = player.AddObjective("Destroy or capture the Allied radar dome to stop\nenemy reinforcements.", "Secondary", false)
|
||||
|
||||
@@ -78,14 +78,18 @@ end)
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("USSR")
|
||||
enemy = Player.GetPlayer("Greece")
|
||||
|
||||
Camera.Position = CameraStart.CenterPosition
|
||||
|
||||
Mcv.Move(McvWaypoint.Location)
|
||||
Harvester.FindResources()
|
||||
Utils.Do(IntroAttackers, function(actor)
|
||||
IdleHunt(actor)
|
||||
end)
|
||||
|
||||
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements1, SovietReinforcements1Waypoints)
|
||||
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements2, SovietReinforcements2Waypoints)
|
||||
|
||||
Utils.Do(Map.NamedActors, function(actor)
|
||||
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
@@ -95,21 +99,8 @@ WorldLoaded = function()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
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)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
InitObjectives(player)
|
||||
alliedObjective = enemy.AddObjective("Destroy all Soviet troops.")
|
||||
sovietObjective = player.AddObjective("Escort the Convoy.")
|
||||
sovietObjective2 = player.AddObjective("Destroy or capture the Allied radar dome to stop\nenemy reinforcements.", "Secondary", false)
|
||||
|
||||
@@ -277,22 +277,7 @@ WorldLoaded = function()
|
||||
|
||||
IntroSequence()
|
||||
|
||||
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)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
|
||||
InitObjectives(player)
|
||||
alliedObjective = enemy.AddObjective("Destroy all Soviet troops.")
|
||||
sovietObjective1 = player.AddObjective("Deactivate the security system.")
|
||||
sovietObjective2 = player.AddObjective("Rescue the engineers.")
|
||||
|
||||
@@ -119,32 +119,12 @@ WorldLoaded = function()
|
||||
Germany = Player.GetPlayer("Germany")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(USSR)
|
||||
|
||||
KillAll = USSR.AddObjective("Destroy all Allied units and structures.")
|
||||
DestroyVillageObjective = USSR.AddObjective("Destroy the village of Allied sympathizers.", "Secondary", false)
|
||||
BeatUSSR = Greece.AddObjective("Defeat the Soviet forces.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
AddEastReinforcementTrigger()
|
||||
AddSouthReinforcementTrigger()
|
||||
AddParadropReinforcementTrigger()
|
||||
|
||||
@@ -119,32 +119,12 @@ WorldLoaded = function()
|
||||
Germany = Player.GetPlayer("Germany")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(USSR)
|
||||
|
||||
KillAll = USSR.AddObjective("Destroy all Allied units and structures.")
|
||||
DestroyVillageObjective = USSR.AddObjective("Destroy the village of Allied sympathizers.", "Secondary", false)
|
||||
BeatUSSR = Greece.AddObjective("Defeat the Soviet forces.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
FirstReinforcementTrigger()
|
||||
SecondReinforcementTrigger()
|
||||
AddParadropReinforcementTrigger()
|
||||
|
||||
@@ -77,31 +77,11 @@ WorldLoaded = function()
|
||||
Germany = Player.GetPlayer("Germany")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(USSR)
|
||||
|
||||
DestroyTruck = USSR.AddObjective("Destroy the stolen convoy truck.\nDo not let it escape.")
|
||||
DefendCommand = USSR.AddObjective("Defend our forward command center.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
|
||||
MissionStart()
|
||||
|
||||
@@ -309,33 +309,13 @@ WorldLoaded = function()
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
Turkey = Player.GetPlayer("Turkey")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
InitObjectives(USSR)
|
||||
|
||||
EscortTrucks = USSR.AddObjective("Escort the convoy through the mountain pass.")
|
||||
ProtectEveryTruck = USSR.AddObjective("Do not lose a single truck.", "Secondary", false)
|
||||
SaveMigs = USSR.AddObjective("Do not squander any of our new MiG aircraft.", "Secondary", false)
|
||||
BeatUSSR = Greece.AddObjective("Defeat the Soviet forces.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
ConvoyEscort = ConvoyEscort[Difficulty]
|
||||
StartTimerDelay = StartTimerDelay[Difficulty]
|
||||
|
||||
|
||||
@@ -31,31 +31,11 @@ end
|
||||
WorldLoaded = function()
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
InitObjectives(USSR)
|
||||
|
||||
DestroyNavalBase = USSR.AddPrimaryObjective("Destroy all Allied units and structures.")
|
||||
BeatSoviets = Greece.AddPrimaryObjective("Destroy all Soviet troops.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
InitialSovietReinforcements()
|
||||
|
||||
@@ -31,31 +31,11 @@ end
|
||||
WorldLoaded = function()
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
|
||||
Trigger.OnObjectiveAdded(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
InitObjectives(USSR)
|
||||
|
||||
DestroyNavalBase = USSR.AddPrimaryObjective("Destroy Allied naval base")
|
||||
BeatSoviets = Greece.AddPrimaryObjective("Destroy all Soviet troops.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(USSR, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionFailed")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(USSR, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(USSR, "MissionAccomplished")
|
||||
end)
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
InitialSovietReinforcements()
|
||||
|
||||
@@ -62,28 +62,13 @@ WorldLoaded = function()
|
||||
end
|
||||
|
||||
--Objectives Setup
|
||||
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(player)
|
||||
|
||||
DestroyControlCenter = player.AddObjective("Destroy the Control Center.")
|
||||
KeepTanksAlive = player.AddObjective("Your tank division must not be destroyed before\n the alloy facility is dealt with.")
|
||||
KeepVolkovAlive = player.AddObjective("Keep Volkov Alive.")
|
||||
KeepChitzkoiAlive = player.AddObjective("Keep Chitzkoi Alive.", "Secondary", false)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(ControlCenter, function()
|
||||
Utils.Do(HeavyTurrets, function(struc)
|
||||
if not struc.IsDead then struc.Kill() end
|
||||
|
||||
@@ -296,10 +296,8 @@ SendLongBowReinforcements = function()
|
||||
end
|
||||
end
|
||||
|
||||
InitObjectives = function()
|
||||
Trigger.OnObjectiveAdded(allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
AddObjectives = function()
|
||||
InitObjectives(allies)
|
||||
|
||||
SurviveObj = allies.AddObjective("Enforce your position and hold-out the onslaught\nuntil reinforcements arrive.")
|
||||
KillSams = allies.AddObjective("Destroy the two SAM sites before reinforcements\narrive.", "Secondary", false)
|
||||
@@ -307,18 +305,7 @@ InitObjectives = function()
|
||||
CaptureAirfields = allies.AddObjective("Capture and hold the Soviet airbase\nin the northeast.", "Secondary", false)
|
||||
SovietObj = soviets.AddObjective("Eliminate all Allied forces.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(allies, function()
|
||||
Media.PlaySpeechNotification(allies, "MissionFailed")
|
||||
end)
|
||||
Trigger.OnPlayerWon(allies, function()
|
||||
Media.PlaySpeechNotification(allies, "MissionAccomplished")
|
||||
Media.DisplayMessage("The French forces have survived and dismantled the Soviet presence in the area!")
|
||||
end)
|
||||
end
|
||||
@@ -422,7 +409,7 @@ WorldLoaded = function()
|
||||
allies = Player.GetPlayer("Allies")
|
||||
soviets = Player.GetPlayer("Soviets")
|
||||
|
||||
InitObjectives()
|
||||
AddObjectives()
|
||||
InitMission()
|
||||
SetupSoviets()
|
||||
end
|
||||
|
||||
@@ -282,10 +282,8 @@ InitCountDown = function()
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), function() Media.PlaySpeechNotification(allies, "WarningOneMinuteRemaining") end)
|
||||
end
|
||||
|
||||
InitObjectives = function()
|
||||
Trigger.OnObjectiveAdded(allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
AddObjectives = function()
|
||||
InitObjectives(allies)
|
||||
|
||||
SurviveObj = allies.AddObjective("Enforce your position and hold-out the onslaught.")
|
||||
SovietObj = soviets.AddObjective("Eliminate all Allied forces.")
|
||||
@@ -294,18 +292,7 @@ InitObjectives = function()
|
||||
SetupBridges()
|
||||
end)
|
||||
|
||||
Trigger.OnObjectiveCompleted(allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(allies, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(allies, function()
|
||||
Media.PlaySpeechNotification(allies, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(allies, function()
|
||||
Media.PlaySpeechNotification(allies, "Win")
|
||||
Media.DisplayMessage("We have destroyed the remaining Soviet presence!", "Incoming Report")
|
||||
end)
|
||||
end
|
||||
@@ -398,7 +385,7 @@ WorldLoaded = function()
|
||||
allies = Player.GetPlayer("Allies")
|
||||
soviets = Player.GetPlayer("Soviets")
|
||||
|
||||
InitObjectives()
|
||||
AddObjectives()
|
||||
InitMission()
|
||||
SetupSoviets()
|
||||
end
|
||||
|
||||
@@ -100,28 +100,13 @@ WorldLoaded = function()
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
|
||||
--Objectives Setup
|
||||
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(player)
|
||||
|
||||
BringSupplyTruck = player.AddObjective("Bring the supply truck to the waystation.")
|
||||
ProtectWaystation = player.AddObjective("The waystation must not be destroyed.")
|
||||
DestroyAAGuns = player.AddObjective("Destroy all the AA Guns to enable air support.", "Secondary", false)
|
||||
PreventAlliedIncursions = player.AddObjective("Find and destroy the bridge the allies are using\nto bring their reinforcements in the area.", "Secondary", false)
|
||||
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(USSRTechCenter01, function()
|
||||
player.MarkFailedObjective(ProtectWaystation)
|
||||
end)
|
||||
|
||||
Reference in New Issue
Block a user