added nod mission 2b

This commit is contained in:
Alexander Boll
2015-02-07 13:45:23 +01:00
parent 1eb6c984f5
commit e4647a8333
6 changed files with 639 additions and 0 deletions

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MapFormat: 7
RequiresMod: cnc
Title: Invasion of Egypt (b)
Description: GDI has kept a stranglehold on Egypt for many years. Set up a forward attack base in your area. To do this you must select your Mobile Construction Vehicle (MCV) and right click on it. From here you can begin to build a base. This area contains plenty of Tiberium, so establishing the base should be easy.
Author: Westwood Studios
Tileset: DESERT
MapSize: 64,64
Bounds: 3,23,36,26
Visibility: MissionSelector
Type: Campaign
Videos:
Briefing: nod2.vqa
GameLost: deskill.vqa
GameWon: airstrk.vqa
GameStart: seige.vqa
Options:
Crates: False
Creeps: False
Fog: True
Shroud: True
AllyBuildRadius: False
FragileAlliances: False
StartingCash: 4000
ConfigurableStartingUnits: False
ShortGame: False
Players:
PlayerReference@GDI:
Name: GDI
Race: gdi
ColorRamp: 31,222,183
Allies: GDI
Enemies: Nod
PlayerReference@Nod:
Name: Nod
Playable: True
AllowBots: False
Required: True
LockRace: True
Race: nod
LockColor: True
ColorRamp: 3,255,127
LockSpawn: True
LockTeam: True
Enemies: GDI
PlayerReference@Neutral:
Name: Neutral
OwnsWorld: True
NonCombatant: True
Race: gdi
Actors:
Actor0: t08
Location: 34,38
Owner: Neutral
Actor1: t18
Location: 34,36
Owner: Neutral
Actor2: t08
Location: 25,31
Owner: Neutral
Actor3: t08
Location: 26,31
Owner: Neutral
Actor4: t08
Location: 21,40
Owner: Neutral
Actor5: t08
Location: 3,24
Owner: Neutral
Actor6: t08
Location: 3,42
Owner: Neutral
Actor7: t08
Location: 4,42
Owner: Neutral
Actor8: t08
Location: 6,48
Owner: Neutral
Actor9: t08
Location: 16,43
Owner: Neutral
Actor10: t08
Location: 26,48
Owner: Neutral
Actor11: t08
Location: 13,27
Owner: Neutral
Actor12: t08
Location: 6,40
Owner: Neutral
Actor13: rock1
Location: 22,32
Owner: Neutral
Actor20: jeep
Location: 5,24
Owner: GDI
Facing: 96
Actor21: jeep
Location: 6,32
Owner: GDI
Facing: 160
Actor22: jeep
Location: 12,27
Owner: GDI
Facing: 32
Actor28: e1
Location: 10,24
Owner: GDI
Facing: 96
SubCell: 3
Actor29: e1
Location: 10,24
Owner: GDI
Facing: 96
SubCell: 1
Actor30: e1
Location: 9,24
Owner: GDI
Facing: 96
SubCell: 4
Actor31: e1
Location: 5,34
Owner: GDI
SubCell: 3
Actor32: e1
Location: 5,35
Owner: GDI
SubCell: 2
Actor33: e1
Location: 10,27
Owner: GDI
SubCell: 2
Actor34: e1
Location: 11,27
Owner: GDI
SubCell: 1
Actor35: e1
Location: 10,24
Owner: GDI
Facing: 96
SubCell: 2
Actor37: e1
Location: 7,40
Owner: GDI
SubCell: 2
waypoint27: waypoint
Location: 60,61
Owner: Neutral
waypoint26: waypoint
Location: 26,41
Owner: Neutral
waypoint23: waypoint
Location: 33,45
Owner: Neutral
waypoint21: waypoint
Location: 32,42
Owner: Neutral
waypoint17: waypoint
Location: 32,26
Owner: Neutral
waypoint9: waypoint
Location: 29,47
Owner: Neutral
waypoint8: waypoint
Location: 16,28
Owner: Neutral
waypoint7: waypoint
Location: 23,40
Owner: Neutral
waypoint6: waypoint
Location: 20,47
Owner: Neutral
waypoint5: waypoint
Location: 10,44
Owner: Neutral
waypoint4: waypoint
Location: 13,36
Owner: Neutral
waypoint3: waypoint
Location: 36,41
Owner: Neutral
waypoint2: waypoint
Location: 31,28
Owner: Neutral
waypoint1: waypoint
Location: 18,25
Owner: Neutral
waypoint0: waypoint
Location: 4,26
Owner: Neutral
Refinery: proc
Location: 7,27
Owner: GDI
FreeActor: false
Yard: fact
Location: 10,28
Owner: GDI
Barracks: pyle
Location: 7,32
Owner: GDI
Plant: nuke
Location: 11,31
Owner: GDI
Silo1: silo
Location: 9,31
Owner: GDI
Silo2: silo
Location: 9,33
Owner: GDI
Guard1: e1
Location: 8,40
Owner: GDI
SubCell: 1
Guard2: e1
Location: 37,24
Owner: GDI
SubCell: 3
Guard3: e1
Location: 36,24
Owner: GDI
SubCell: 2
Guard4: e1
Location: 27,31
Owner: GDI
SubCell: 1
Harvester: harv
Location: 5,29
Owner: GDI
Health: 0.3945313
Facing: 224
McvEntry: waypoint
Location: 33,48
Owner: Neutral
McvRally: waypoint
Location: 33,46
Owner: Neutral
UnitsEntry: waypoint
Location: 30,48
Owner: Neutral
UnitsRally: waypoint
Location: 30,44
Owner: Neutral
Smudges:
Rules:
Player:
-ConquestVictoryConditions:
MissionObjectives:
EarlyGameOver: true
World:
-CrateSpawner:
-SpawnMPUnits:
-MPStartLocations:
ObjectivesPanel:
PanelName: MISSION_OBJECTIVES
LuaScript:
Scripts: nod02b.lua
^Vehicle:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Tank:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Helicopter:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Infantry:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Plane:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Ship:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Building:
Tooltip:
GenericVisibility: Enemy
ShowOwnerRow: false
^Wall:
Tooltip:
ShowOwnerRow: false
^Husk:
Tooltip:
GenericVisibility: Enemy, Ally, Neutral
GenericStancePrefix: false
ShowOwnerRow: false
NUK2:
Buildable:
Prerequisites: ~disabled
GUN:
Buildable:
Prerequisites: ~disabled
CYCL:
Buildable:
Prerequisites: ~disabled
FIX:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
OBLI:
Buildable:
Prerequisites: ~disabled
BRIK:
Buildable:
Prerequisites: ~disabled
TMPL:
Buildable:
Prerequisites: ~disabled
FTNK:
Buildable:
Prerequisites: ~disabled
STNK:
Buildable:
Prerequisites: ~disabled
ARTY:
Buildable:
Prerequisites: ~disabled
E5:
Buildable:
Prerequisites: ~disabled
RMBO:
Buildable:
Prerequisites: ~disabled
MLRS:
Buildable:
Prerequisites: ~disabled
MCV:
Buildable:
Prerequisites: ~disabled
LST:
Buildable:
Prerequisites: ~disabled
C17:
Buildable:
Prerequisites: ~disabled
SAM:
Buildable:
Prerequisites: ~disabled
HQ:
Buildable:
Prerequisites: ~disabled
AFLD:
Buildable:
Prerequisites: ~disabled
E4:
Buildable:
Prerequisites: ~disabled
E3:
Buildable:
Prerequisites: ~disabled
E2:
Buildable:
Prerequisites: ~disabled
SBAG:
Buildable:
Prerequisites: ~disabled
GTWR:
Buildable:
Prerequisites: ~disabled
WEAP:
Buildable:
Prerequisites: ~disabled
EYE:
Buildable:
Prerequisites: ~disabled
ATWR:
Buildable:
Prerequisites: ~disabled
Sequences:
VoxelSequences:
Weapons:
Voices:
Notifications:
Translations:

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NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
NodBaseBuildings = { "hand", "fact", "nuke" }
Grd2ActorTriggerActivator = { Refinery, Yard }
Atk4ActorTriggerActivator = { Guard1 }
Atk3ActorTriggerActivator = { Guard4 }
Atk6ActorTriggerActivator = { Guard2, Guard3 }
HuntActorTriggerActivator = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
Atk8TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(25)
Atk7TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(20)
Gdi1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
Gdi3Waypoints = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
UnitToRebuild = 'e1'
GDIStartUnits = 0
Grd2TriggerFunction = function()
if not Grd2TriggerSwitch then
Grd2TriggerSwitch = true
MyActors = getActors(GDI, { ['e1'] = 5 })
Utils.Do(MyActors, function(actor)
Gdi5Movement(actor)
end)
end
end
Atk8TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 2 })
Utils.Do(MyActors, function(actor)
Gdi1Movement(actor)
end)
end
Atk7TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Gdi3Movement(actor)
end)
end
Atk4TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Gdi3Movement(actor)
end)
end
Atk3TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 2 })
Utils.Do(MyActors, function(actor)
Gdi1Movement(actor)
end)
end
Atk6TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 2 })
Utils.Do(MyActors, function(actor)
Gdi1Movement(actor)
end)
end
Atk5TriggerFunction = function()
if not Atk5TriggerSwitch then
Atk5TriggerSwitch = true
MyActors = getActors(GDI, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Gdi3Movement(actor)
end)
end
end
HuntTriggerFunction = function()
local list = GDI.GetGroundAttackers()
Utils.Do(list, function(unit)
unit.Hunt()
end)
end
Gdi5Movement = function(unit)
unit.Hunt()
end
Gdi1Movement = function(unit)
Utils.Do(Gdi1Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
unit.Hunt()
end
Gdi3Movement = function(unit)
Utils.Do(Gdi3Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
unit.Hunt()
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(Nod, function()
Media.PlaySpeechNotification(Nod, "Win")
end)
Trigger.OnPlayerLost(Nod, function()
Media.PlaySpeechNotification(Nod, "Lose")
end)
GDIObjective = GDI.AddPrimaryObjective("Kill all enemies!")
NodObjective1 = Nod.AddPrimaryObjective("Build a base!")
NodObjective2 = Nod.AddPrimaryObjective("Destroy all GDI units!")
OnAnyDamaged(Grd2ActorTriggerActivator, Grd2TriggerFunction)
Trigger.AfterDelay(Atk8TriggerFunctionTime, Atk8TriggerFunction)
Trigger.AfterDelay(Atk7TriggerFunctionTime, Atk7TriggerFunction)
Trigger.OnAllRemovedFromWorld(Atk4ActorTriggerActivator, Atk4TriggerFunction)
Trigger.OnAllRemovedFromWorld(Atk3ActorTriggerActivator, Atk3TriggerFunction)
Trigger.OnDamaged(Harvester, Atk5TriggerFunction)
Trigger.OnAllRemovedFromWorld(HuntActorTriggerActivator, HuntTriggerFunction)
Trigger.AfterDelay(0, getStartUnits)
Harvester.FindResources()
InsertNodUnits()
end
Tick = function()
if Nod.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
GDI.MarkCompletedObjective(GDIObjective)
end
end
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(NodObjective2)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(NodObjective1) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(NodObjective1)
end
if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld then
checkProduction(GDI)
end
end
CheckForBase = function(player, buildings)
local checked = { }
local baseBuildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
if actor.Owner ~= Nod or Utils.Any(checked, function(bldng) return bldng.Type == actor.Type end) then
return false
end
local found = false
for i = 1, #buildings, 1 do
if actor.Type == buildings[i] then
found = true
checked[#checked + 1] = actor
end
end
return found
end)
return #baseBuildings >= 3
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end
getActors = function(owner, units)
local maxUnits = 0
local actors = { }
for type, count in pairs(units) do
local globalActors = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Owner == owner and actor.Type == type and not actor.IsDead
end)
if #globalActors < count then
maxUnits = #globalActors
else
maxUnits = count
end
for i = 1, maxUnits, 1 do
actors[#actors + 1] = globalActors[i]
end
end
return actors
end
checkProduction = function(player)
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Owner == player and actor.Type == UnitToRebuild
end)
if #Units < GDIStartUnits then
local unitsToProduce = GDIStartUnits - #Units
if Barracks.IsInWorld and unitsToProduce > 0 then
local UnitsType = { }
for i = 1, unitsToProduce, 1 do
UnitsType[i] = UnitToRebuild
end
Barracks.Build(UnitsType)
end
end
end
getStartUnits = function()
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Owner == GDI
end)
Utils.Do(Units, function(unit)
if unit.Type == UnitToRebuild then
GDIStartUnits = GDIStartUnits + 1
end
end)
end
InsertNodUnits = function()
Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
end

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@@ -10,5 +10,6 @@ GDI Campaign:
Nod Campaign:
./mods/cnc/maps/nod01
./mods/cnc/maps/nod02a
./mods/cnc/maps/nod02b
./mods/cnc/maps/nod03a
./mods/cnc/maps/nod03b