Replace Map.Difficulty with Map.LobbyOption in scripts.
This commit is contained in:
@@ -11,7 +11,7 @@ PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathG
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IdlingUnits = { }
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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TimerTicks = DateTime.Minutes(10)
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Announcements =
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{
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@@ -23,7 +23,7 @@ if Map.Difficulty == "Easy" then
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{ speech = "WarningOneMinuteRemaining", delay = DateTime.Minutes(9) }
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}
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elseif Map.Difficulty == "Normal" then
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elseif Map.LobbyOption("difficulty") == "normal" then
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TimerTicks = DateTime.Minutes(5)
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Announcements =
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{
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@@ -38,7 +38,7 @@ elseif Map.Difficulty == "Normal" then
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InfantryDelay = DateTime.Seconds(18)
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AttackGroupSize = 5
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elseif Map.Difficulty == "Hard" then
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elseif Map.LobbyOption("difficulty") == "hard" then
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TimerTicks = DateTime.Minutes(3)
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Announcements =
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{
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@@ -146,7 +146,7 @@ SendAttack = function()
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end
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Utils.Do(units, function(unit)
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if Map.Difficulty ~= "Real tough guy" then
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if Map.LobbyOption("difficulty") ~= "tough" then
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unit.AttackMove(DeployPoint.Location)
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end
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Trigger.OnIdle(unit, unit.Hunt)
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@@ -22,7 +22,7 @@ World:
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easy: Easy
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normal: Normal
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hard: Hard
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realtoughguy: Real tough guy
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tough: Real tough guy
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Default: easy
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HARV:
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@@ -9,7 +9,7 @@ WaterTransportTriggerArea = { CPos.New(39, 54), CPos.New(40, 54), CPos.New(41, 5
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ParadropTriggerArea = { CPos.New(81, 60), CPos.New(82, 60), CPos.New(83, 60), CPos.New(63, 63), CPos.New(64, 63), CPos.New(65, 63), CPos.New(66, 63), CPos.New(67, 63), CPos.New(68, 63), CPos.New(69, 63), CPos.New(70, 63), CPos.New(71, 63), CPos.New(72, 63) }
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ReinforcementsTriggerArea = { CPos.New(96, 55), CPos.New(97, 55), CPos.New(97, 56), CPos.New(98, 56) }
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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TanyaType = "e7"
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else
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TanyaType = "e7.noautotarget"
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@@ -20,7 +20,7 @@ GuardTanks = { Heavy1, Heavy2, Heavy3 }
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CheckpointGuards = { USSRCheckpointGuard1, USSRCheckpointGuard2 }
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CheckpointGuardWaypoints = { CheckpointGuardWaypoint1, CheckpointGuardWaypoint2 }
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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TanyaType = "e7"
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else
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TanyaType = "e7.noautotarget"
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@@ -158,7 +158,7 @@ InitProductionBuildings = function()
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end)
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end
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if Map.Difficulty ~= "Easy" then
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if Map.LobbyOption("difficulty") ~= "easy" then
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if not Airfield1.IsDead then
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Trigger.OnKilled(Airfield1, function()
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@@ -1,9 +1,9 @@
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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TanyaType = "e7"
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ReinforceCash = 5000
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HoldAITime = DateTime.Minutes(3)
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SpecialCameras = true
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elseif Map.Difficulty == "Normal" then
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elseif Map.LobbyOption("difficulty") == "normal" then
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TanyaType = "e7.noautotarget"
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ChangeStance = true
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ReinforceCash = 2250
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@@ -83,7 +83,7 @@ Tick = function()
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end
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if ussr.HasNoRequiredUnits() then
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if not greece.IsObjectiveCompleted(KillAll) and Map.Difficulty == "Real tough guy" then
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if not greece.IsObjectiveCompleted(KillAll) and Map.LobbyOption("difficulty") == "tough" then
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SendWaterExtraction()
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end
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greece.MarkCompletedObjective(KillAll)
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@@ -186,7 +186,7 @@ FreeTanya = function()
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Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end)
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if Map.Difficulty == "Real tough guy" then
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if Map.LobbyOption("difficulty") == "tough" then
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM Sites that block\nour reinforcements' helicopter.")
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greece.MarkCompletedObjective(mainObj)
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@@ -272,7 +272,7 @@ InitTriggers = function()
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end
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end)
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if Map.Difficulty ~= "Real tough guy" then
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if Map.LobbyOption("difficulty") ~= "tough" then
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Trigger.OnKilled(Mammoth, function()
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Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
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Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
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@@ -294,7 +294,7 @@ InitTriggers = function()
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Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlare")
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if Map.Difficulty == "Real tough guy" then
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if Map.LobbyOption("difficulty") == "tough" then
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Reinforcements.ReinforceWithTransport(greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] })
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if not Harvester.IsDead then
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Harvester.FindResources()
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@@ -16,7 +16,7 @@ World:
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easy: Easy
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normal: Normal
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hard: Hard
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realtoughguy: Real tough guy
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tough: Real tough guy
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Default: easy
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Camera.Truk:
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@@ -1,20 +1,20 @@
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DeathThreshold =
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{
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Easy = 200,
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Normal = 100,
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easy = 200,
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normal = 100,
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}
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TanyaType = "e7"
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TanyaStance = "AttackAnything"
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if Map.Difficulty ~= "Easy" then
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if Map.LobbyOption("difficulty") ~= "easy" then
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TanyaType = "e7.noautotarget"
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TanyaStance = "HoldFire"
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end
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RepairTriggerThreshold =
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{
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Easy = 50,
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Normal = 75,
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easy = 50,
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normal = 75,
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}
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Sams = { Sam1, Sam2, Sam3, Sam4 }
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@@ -58,8 +58,8 @@ SovietVehicles =
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}
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ProductionInterval =
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{
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Easy = DateTime.Seconds(10),
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Normal = DateTime.Seconds(2),
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easy = DateTime.Seconds(10),
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normal = DateTime.Seconds(2),
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}
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ReinforcementsDelay = DateTime.Minutes(16)
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@@ -144,7 +144,7 @@ ProduceInfantry = function()
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soviets.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.Difficulty], ProduceInfantry)
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry)
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end)
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end
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@@ -156,7 +156,7 @@ ProduceVehicles = function()
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soviets.Build({ Utils.Random(SovietVehicles[SovietVehicleType]) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.Difficulty], ProduceVehicles)
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
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end)
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end
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@@ -177,7 +177,7 @@ Tick = function()
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allies2.MarkCompletedObjective(objCutSovietPower)
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end
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if not allies2.IsObjectiveCompleted(objLimitLosses) and allies2.UnitsLost > DeathThreshold[Map.Difficulty] then
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if not allies2.IsObjectiveCompleted(objLimitLosses) and allies2.UnitsLost > DeathThreshold[Map.LobbyOption("difficulty")] then
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allies2.MarkFailedObjective(objLimitLosses)
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end
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@@ -191,7 +191,7 @@ end
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SetupSoviets = function()
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soviets.Cash = 1000
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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Utils.Do(Sams, function(sam)
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local camera = Actor.Create("Camera.SAM", true, { Owner = allies1, Location = sam.Location })
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Trigger.OnKilledOrCaptured(sam, function()
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@@ -203,7 +203,7 @@ SetupSoviets = function()
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == soviets and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == soviets and building.Health < (building.MaxHealth * RepairTriggerThreshold[Map.Difficulty] / 100) then
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if building.Owner == soviets and building.Health < (building.MaxHealth * RepairTriggerThreshold[Map.LobbyOption("difficulty")] / 100) then
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building.StartBuildingRepairs()
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end
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end)
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@@ -283,7 +283,7 @@ SpawnTanya = function()
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Tanya = Actor.Create(TanyaType, true, { Owner = allies1, Location = TanyaLocation.Location })
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Tanya.Stance = TanyaStance
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if Map.Difficulty ~= "Easy" and allies1.IsLocalPlayer then
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if Map.LobbyOption("difficulty") ~= "easy" and allies1.IsLocalPlayer then
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
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end)
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@@ -355,7 +355,7 @@ WorldLoaded = function()
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objDestroySamSites = allies1.AddPrimaryObjective("Destroy the SAM sites.")
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objHoldPosition = allies2.AddPrimaryObjective("Hold your position and protect the base.")
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objLimitLosses = allies2.AddSecondaryObjective("Do not lose more than " .. DeathThreshold[Map.Difficulty] .. " units.")
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objLimitLosses = allies2.AddSecondaryObjective("Do not lose more than " .. DeathThreshold[Map.LobbyOption("difficulty")] .. " units.")
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objCutSovietPower = allies2.AddSecondaryObjective("Take out the Soviet power grid.")
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SetupTriggers()
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@@ -13,7 +13,7 @@ Walls =
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{ WallBottomRight1, WallBottomRight2, WallBottomRight3, WallBottomRight4, WallBottomRight5, WallBottomRight6, WallBottomRight7, WallBottomRight8, WallBottomRight9 }
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}
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if Map.Difficulty == "Very Easy (1P)" then
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if Map.LobbyOption("difficulty") == "veryeasy" then
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ParaChance = 20
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Patrol = { "e1", "e2", "e1" }
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Infantry = { "e4", "e1", "e1", "e2", "e2" }
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@@ -22,7 +22,7 @@ if Map.Difficulty == "Very Easy (1P)" then
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LongRange = { "arty" }
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Boss = { "v2rl" }
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Swarm = { "shok", "shok", "shok" }
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elseif Map.Difficulty == "Easy (2P)" then
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elseif Map.LobbyOption("difficulty") == "easy" then
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ParaChance = 25
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Patrol = { "e1", "e2", "e1" }
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Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
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@@ -31,7 +31,7 @@ elseif Map.Difficulty == "Easy (2P)" then
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LongRange = { "v2rl" }
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Boss = { "4tnk" }
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Swarm = { "shok", "shok", "shok", "shok", "ttnk" }
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elseif Map.Difficulty == "Normal (3P)" then
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elseif Map.LobbyOption("difficulty") == "normal" then
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ParaChance = 30
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Patrol = { "e1", "e2", "e1", "e1" }
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Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
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@@ -40,7 +40,7 @@ elseif Map.Difficulty == "Normal (3P)" then
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LongRange = { "v2rl" }
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Boss = { "4tnk" }
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Swarm = { "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk" }
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elseif Map.Difficulty == "Hard (4P)" then
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elseif Map.LobbyOption("difficulty") == "hard" then
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ParaChance = 35
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Patrol = { "e1", "e2", "e1", "e1", "e4" }
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Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
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@@ -77,7 +77,7 @@ Waves =
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}
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-- Now do some adjustments to the waves
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if Map.Difficulty == "Real tough guy" or Map.Difficulty == "Endless mode" then
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if Map.LobbyOption("difficulty") == "tough" or Map.LobbyOption("difficulty") == "endless" then
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Waves[8] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry }, ironUnits = { LongRange } }
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Waves[9] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Vehicles, Tank }, ironUnits = { Tank } }
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Waves[11] = { delay = 1500, units = { Vehicles, Infantry, Patrol, Patrol, Patrol, Infantry, LongRange, Tank, Boss, Infantry, Infantry, Patrol } }
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@@ -145,7 +145,7 @@ SendWave = function()
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SendWave()
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end
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else
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if Map.Difficulty == "Endless mode" then
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if Map.LobbyOption("difficulty") == "endless" then
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Wave = 0
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IncreaseDifficulty()
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SendWave()
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@@ -44,13 +44,13 @@ World:
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ID: difficulty
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Label: Difficulty
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Values:
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hard(4p): Hard (4P)
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normal(3p): Normal (3P)
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easy(2p): Easy (2P)
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veryeasy(1p): Very Easy (1P)
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realtoughguy: Real tough guy
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endlessmode: Endless mode
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Default: hard(4p)
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hard: Hard (4P)
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normal: Normal (3P)
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easy: Easy (2P)
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veryeasy: Very Easy (1P)
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tough: Real tough guy
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endless: Endless mode
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Default: hard
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FORTCRATE:
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Inherits: ^Crate
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@@ -9,9 +9,9 @@ BeachheadTrigger =
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CPos.New(137, 104), CPos.New(137, 105), CPos.New(137, 106), CPos.New(136, 106), CPos.New(136, 107)
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}
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Difficulty = Map.Difficulty
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Difficulty = Map.LobbyOption("difficulty")
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if Difficulty == "Medium" then
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if Difficulty == "medium" then
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BaseRaidInterval = DateTime.Minutes(3)
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BaseFrontAttackInterval = DateTime.Minutes(3) + DateTime.Seconds(30)
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BaseRearAttackInterval = DateTime.Minutes(8)
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@@ -1,8 +1,8 @@
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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remainingTime = DateTime.Minutes(7)
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elseif Map.Difficulty == "Normal" then
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elseif Map.LobbyOption("difficulty") == "normal" then
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remainingTime = DateTime.Minutes(6)
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elseif Map.Difficulty == "Hard" then
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elseif Map.LobbyOption("difficulty") == "hard" then
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remainingTime = DateTime.Minutes(5)
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end
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@@ -256,7 +256,7 @@ end)
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Trigger.OnEnteredFootprint(SpyHideout3Trigger, function(a, id)
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if not spyHideout3Trigger and a.Owner == player then
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spyHideout3Trigger = true
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if Map.Difficulty ~= "Hard" then
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if Map.LobbyOption("difficulty") ~= "hard" then
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Reinforcements.Reinforce(player, USSRReinforcements2, { ReinforcementSpawn.Location, CameraSpyHideout33.Location }, 0)
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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end
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@@ -363,7 +363,7 @@ Tick = function()
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if not SpyHideout4.IsDead and SpyHideout4.HasPassengers then
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spyReachedHideout4 = true
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end
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if remainingTime == DateTime.Minutes(5) and Map.Difficulty ~= "Hard" then
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if remainingTime == DateTime.Minutes(5) and Map.LobbyOption("difficulty") ~= "hard" then
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Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(4) then
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Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining")
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@@ -18,7 +18,7 @@ Patrol2Path = { BridgeEntrancePoint.Location, NERoadTurnPoint.Location, Crossroa
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VillageCamArea = { CPos.New(68, 75),CPos.New(68, 76),CPos.New(68, 77),CPos.New(68, 78),CPos.New(68, 79), CPos.New(68, 80), CPos.New(68, 81), CPos.New(68, 82) }
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
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else
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ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
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@@ -60,7 +60,7 @@ BringPatrol1 = function()
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end)
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Trigger.OnAllKilled(units, function()
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if Map.Difficulty == "Hard" then
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if Map.LobbyOption("difficulty") == "hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
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@@ -79,7 +79,7 @@ BringPatrol2 = function()
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end)
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Trigger.OnAllKilled(units, function()
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if Map.Difficulty == "Hard" then
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if Map.LobbyOption("difficulty") == "hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
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@@ -83,7 +83,7 @@ RunInitialActivities = function()
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor)
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if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then
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if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "normal" then
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Trigger.AfterDelay(DateTime.Seconds(15), ReinfInf)
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end
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Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf)
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@@ -108,9 +108,9 @@ Tick = function()
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if RCheck then
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RCheck = false
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if Map.Difficulty == "Hard" then
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if Map.LobbyOption("difficulty") == "hard" then
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Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor)
|
||||
elseif Map.Difficulty == "Medium" then
|
||||
elseif Map.LobbyOption("difficulty") == "normal" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor)
|
||||
|
||||
@@ -17,7 +17,7 @@ Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, Island
|
||||
|
||||
VillageCamArea = { CPos.New(37, 58),CPos.New(37, 59),CPos.New(37, 60),CPos.New(38, 60),CPos.New(39, 60), CPos.New(40, 60), CPos.New(41, 60), CPos.New(35, 57), CPos.New(34, 57), CPos.New(33, 57), CPos.New(32, 57) }
|
||||
|
||||
if Map.Difficulty == "Easy" then
|
||||
if Map.LobbyOption("difficulty") == "easy" then
|
||||
ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
|
||||
else
|
||||
ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
|
||||
@@ -60,7 +60,7 @@ BringPatrol1 = function()
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
|
||||
@@ -79,7 +79,7 @@ BringPatrol2 = function()
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
|
||||
|
||||
@@ -68,7 +68,7 @@ RunInitialActivities = function()
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor)
|
||||
|
||||
if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then
|
||||
if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "medium" then
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), ReinfInf)
|
||||
end
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf)
|
||||
@@ -93,9 +93,9 @@ Tick = function()
|
||||
|
||||
if RCheck then
|
||||
RCheck = false
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor)
|
||||
elseif Map.Difficulty == "Medium" then
|
||||
elseif Map.LobbyOption("difficulty") == "medium" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor)
|
||||
|
||||
@@ -3,7 +3,7 @@ SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
|
||||
SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" }
|
||||
SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" }
|
||||
|
||||
if Map.Difficulty == "Easy" then
|
||||
if Map.LobbyOption("difficulty") == "easy" then
|
||||
ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
|
||||
else
|
||||
ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
|
||||
@@ -70,11 +70,11 @@ IslandTroops1 = function()
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
elseif Map.LobbyOption("difficulty") == "easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops1)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops1)
|
||||
@@ -92,11 +92,11 @@ IslandTroops2 = function()
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
elseif Map.LobbyOption("difficulty") == "easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops2)
|
||||
@@ -114,11 +114,11 @@ IslandTroops3 = function()
|
||||
end)
|
||||
if not CheckForCYard() then
|
||||
return
|
||||
elseif Map.Difficulty == "Easy" then
|
||||
elseif Map.LobbyOption("difficulty") == "easy" then
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops3)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops3)
|
||||
@@ -138,7 +138,7 @@ BringDDPatrol1 = function()
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1)
|
||||
@@ -158,7 +158,7 @@ BringDDPatrol2 = function()
|
||||
return
|
||||
else
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2)
|
||||
|
||||
@@ -19,7 +19,7 @@ CheckForSPen = function()
|
||||
end
|
||||
|
||||
RunInitialActivities = function()
|
||||
if Map.Difficulty == "Hard" then
|
||||
if Map.LobbyOption("difficulty") == "hard" then
|
||||
Expand()
|
||||
ExpansionCheck = true
|
||||
else
|
||||
@@ -57,7 +57,7 @@ RunInitialActivities = function()
|
||||
ProduceInfantry()
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), ProduceShips)
|
||||
|
||||
if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then
|
||||
if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "medium" then
|
||||
Trigger.AfterDelay(DateTime.Seconds(25), ReinfInf)
|
||||
end
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), ReinfInf)
|
||||
@@ -170,9 +170,9 @@ Tick = function()
|
||||
|
||||
if not RCheck then
|
||||
RCheck = true
|
||||
if Map.Difficulty == "Easy" and ReinfCheck then
|
||||
if Map.LobbyOption("difficulty") == "easy" and ReinfCheck then
|
||||
Trigger.AfterDelay(DateTime.Minutes(6), ReinfArmor)
|
||||
elseif Map.Difficulty == "Medium" then
|
||||
elseif Map.LobbyOption("difficulty") == "medium" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), ReinfArmor)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), ReinfArmor)
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
EnemyReinforcements =
|
||||
{
|
||||
Easy =
|
||||
easy =
|
||||
{
|
||||
{ "e1", "e1", "e3" },
|
||||
{ "e1", "e3", "jeep" },
|
||||
{ "e1", "jeep", "1tnk" }
|
||||
},
|
||||
|
||||
Normal =
|
||||
normal =
|
||||
{
|
||||
{ "e1", "e1", "e3", "e3" },
|
||||
{ "e1", "e3", "jeep", "jeep" },
|
||||
{ "e1", "jeep", "1tnk", "2tnk" }
|
||||
},
|
||||
|
||||
Hard =
|
||||
hard =
|
||||
{
|
||||
{ "e1", "e1", "e3", "e3", "e1" },
|
||||
{ "e1", "e3", "jeep", "jeep", "1tnk" },
|
||||
@@ -24,9 +24,9 @@ EnemyReinforcements =
|
||||
|
||||
EnemyAttackDelay =
|
||||
{
|
||||
Easy = DateTime.Minutes(5),
|
||||
Normal = DateTime.Minutes(2) + DateTime.Seconds(40),
|
||||
Hard = DateTime.Minutes(1) + DateTime.Seconds(30)
|
||||
easy = DateTime.Minutes(5),
|
||||
normal = DateTime.Minutes(2) + DateTime.Seconds(40),
|
||||
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
|
||||
}
|
||||
|
||||
EnemyPaths =
|
||||
@@ -37,7 +37,7 @@ EnemyPaths =
|
||||
|
||||
wave = 0
|
||||
SendEnemies = function()
|
||||
Trigger.AfterDelay(EnemyAttackDelay[Map.Difficulty], function()
|
||||
Trigger.AfterDelay(EnemyAttackDelay[Map.LobbyOption("difficulty")], function()
|
||||
|
||||
wave = wave + 1
|
||||
if wave > 3 then
|
||||
@@ -45,10 +45,10 @@ SendEnemies = function()
|
||||
end
|
||||
|
||||
if wave == 1 then
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2]
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2]
|
||||
Utils.Do(units, IdleHunt)
|
||||
else
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2]
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2]
|
||||
Utils.Do(units, IdleHunt)
|
||||
end
|
||||
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
EnemyReinforcements =
|
||||
{
|
||||
Easy =
|
||||
easy =
|
||||
{
|
||||
{ "e1", "e1", "e3" },
|
||||
{ "e1", "e3", "jeep" },
|
||||
{ "e1", "jeep", "1tnk" }
|
||||
},
|
||||
|
||||
Normal =
|
||||
normal =
|
||||
{
|
||||
{ "e1", "e1", "e3", "e3" },
|
||||
{ "e1", "e3", "jeep", "jeep" },
|
||||
{ "e1", "jeep", "1tnk", "2tnk" }
|
||||
},
|
||||
|
||||
Hard =
|
||||
hard =
|
||||
{
|
||||
{ "e1", "e1", "e3", "e3", "e1" },
|
||||
{ "e1", "e3", "jeep", "jeep", "1tnk" },
|
||||
@@ -24,9 +24,9 @@ EnemyReinforcements =
|
||||
|
||||
EnemyAttackDelay =
|
||||
{
|
||||
Easy = DateTime.Minutes(5),
|
||||
Normal = DateTime.Minutes(2) + DateTime.Seconds(40),
|
||||
Hard = DateTime.Minutes(1) + DateTime.Seconds(30)
|
||||
easy = DateTime.Minutes(5),
|
||||
normal = DateTime.Minutes(2) + DateTime.Seconds(40),
|
||||
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
|
||||
}
|
||||
|
||||
EnemyPaths =
|
||||
@@ -37,7 +37,7 @@ EnemyPaths =
|
||||
|
||||
wave = 0
|
||||
SendEnemies = function()
|
||||
Trigger.AfterDelay(EnemyAttackDelay[Map.Difficulty], function()
|
||||
Trigger.AfterDelay(EnemyAttackDelay[Map.LobbyOption("difficulty")], function()
|
||||
|
||||
wave = wave + 1
|
||||
if wave > 3 then
|
||||
@@ -45,10 +45,10 @@ SendEnemies = function()
|
||||
end
|
||||
|
||||
if wave == 1 then
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2]
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2]
|
||||
Utils.Do(units, IdleHunt)
|
||||
else
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2]
|
||||
local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2]
|
||||
Utils.Do(units, IdleHunt)
|
||||
end
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
if Map.Difficulty == "Easy" then
|
||||
if Map.LobbyOption("difficulty") == "easy" then
|
||||
remainingTime = DateTime.Minutes(7)
|
||||
elseif Map.Difficulty == "Normal" then
|
||||
elseif Map.LobbyOption("difficulty") == "normal" then
|
||||
remainingTime = DateTime.Minutes(6)
|
||||
elseif Map.Difficulty == "Hard" then
|
||||
elseif Map.LobbyOption("difficulty") == "hard" then
|
||||
remainingTime = DateTime.Minutes(5)
|
||||
end
|
||||
|
||||
@@ -299,7 +299,7 @@ Tick = function()
|
||||
enemy.MarkCompletedObjective(alliedObjective)
|
||||
end
|
||||
|
||||
if remainingTime == DateTime.Minutes(5) and Map.Difficulty ~= "Hard" then
|
||||
if remainingTime == DateTime.Minutes(5) and Map.LobbyOption("difficulty") ~= "hard" then
|
||||
Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
|
||||
elseif remainingTime == DateTime.Minutes(4) then
|
||||
Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining")
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
Difficulty = Map.Difficulty
|
||||
Difficulty = Map.LobbyOption("difficulty")
|
||||
|
||||
if Difficulty == "Easy" then
|
||||
if Difficulty == "easy" then
|
||||
AttackAtFrameIncrement = DateTime.Seconds(22)
|
||||
AttackAtFrameIncrementInf = DateTime.Seconds(16)
|
||||
TimerTicks = DateTime.Minutes(15)
|
||||
@@ -8,7 +8,7 @@ if Difficulty == "Easy" then
|
||||
DamageModifier = 0.5
|
||||
LongBowReinforcements = { "heli", "heli" }
|
||||
ParadropArtillery = true
|
||||
elseif Difficulty == "Medium" then
|
||||
elseif Difficulty == "medium" then
|
||||
AttackAtFrameIncrement = DateTime.Seconds(18)
|
||||
AttackAtFrameIncrementInf = DateTime.Seconds(12)
|
||||
TimerTicks = DateTime.Minutes(20)
|
||||
@@ -16,7 +16,7 @@ elseif Difficulty == "Medium" then
|
||||
MoreParas = true
|
||||
DamageModifier = 0.75
|
||||
LongBowReinforcements = { "heli", "heli" }
|
||||
else --Difficulty == "Hard"
|
||||
else --Difficulty == "hard"
|
||||
AttackAtFrameIncrement = DateTime.Seconds(14)
|
||||
AttackAtFrameIncrementInf = DateTime.Seconds(8)
|
||||
TimerTicks = DateTime.Minutes(25)
|
||||
|
||||
Reference in New Issue
Block a user