added nod mission 2b
This commit is contained in:
@@ -34,6 +34,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
|
|||||||
mods\cnc\maps\gdi05a\gdi05a.lua = mods\cnc\maps\gdi05a\gdi05a.lua
|
mods\cnc\maps\gdi05a\gdi05a.lua = mods\cnc\maps\gdi05a\gdi05a.lua
|
||||||
mods\cnc\maps\nod01\nod01.lua = mods\cnc\maps\nod01\nod01.lua
|
mods\cnc\maps\nod01\nod01.lua = mods\cnc\maps\nod01\nod01.lua
|
||||||
mods\cnc\maps\nod02a\nod02a.lua = mods\cnc\maps\nod02a\nod02a.lua
|
mods\cnc\maps\nod02a\nod02a.lua = mods\cnc\maps\nod02a\nod02a.lua
|
||||||
|
mods\cnc\maps\nod02b\nod02b.lua = mods\cnc\maps\nod02b\nod02b.lua
|
||||||
mods\cnc\maps\nod03a\nod03a.lua = mods\cnc\maps\nod03a\nod03a.lua
|
mods\cnc\maps\nod03a\nod03a.lua = mods\cnc\maps\nod03a\nod03a.lua
|
||||||
mods\cnc\maps\nod03b\nod03b.lua = mods\cnc\maps\nod03b\nod03b.lua
|
mods\cnc\maps\nod03b\nod03b.lua = mods\cnc\maps\nod03b\nod03b.lua
|
||||||
mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua
|
mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua
|
||||||
|
|||||||
BIN
mods/cnc/maps/nod02b/map.bin
Normal file
BIN
mods/cnc/maps/nod02b/map.bin
Normal file
Binary file not shown.
BIN
mods/cnc/maps/nod02b/map.png
Normal file
BIN
mods/cnc/maps/nod02b/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 42 KiB |
402
mods/cnc/maps/nod02b/map.yaml
Normal file
402
mods/cnc/maps/nod02b/map.yaml
Normal file
@@ -0,0 +1,402 @@
|
|||||||
|
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:
|
||||||
235
mods/cnc/maps/nod02b/nod02b.lua
Normal file
235
mods/cnc/maps/nod02b/nod02b.lua
Normal file
@@ -0,0 +1,235 @@
|
|||||||
|
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
|
||||||
@@ -10,5 +10,6 @@ GDI Campaign:
|
|||||||
Nod Campaign:
|
Nod Campaign:
|
||||||
./mods/cnc/maps/nod01
|
./mods/cnc/maps/nod01
|
||||||
./mods/cnc/maps/nod02a
|
./mods/cnc/maps/nod02a
|
||||||
|
./mods/cnc/maps/nod02b
|
||||||
./mods/cnc/maps/nod03a
|
./mods/cnc/maps/nod03a
|
||||||
./mods/cnc/maps/nod03b
|
./mods/cnc/maps/nod03b
|
||||||
|
|||||||
Reference in New Issue
Block a user