Add nod08a
This commit is contained in:
@@ -48,6 +48,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tiberian Dawn Lua scripts",
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mods\cnc\maps\nod07a\nod07a.lua = mods\cnc\maps\nod07a\nod07a.lua
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mods\cnc\maps\nod07b\nod07b-AI.lua = mods\cnc\maps\nod07b\nod07b-AI.lua
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mods\cnc\maps\nod07b\nod07b.lua = mods\cnc\maps\nod07b\nod07b.lua
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mods\cnc\maps\nod08a\nod08a-AI.lua = mods\cnc\maps\nod08a\nod08a-AI.lua
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mods\cnc\maps\nod08a\nod08a.lua = mods\cnc\maps\nod08a\nod08a.lua
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mods\cnc\maps\funpark01\scj01ea.lua = mods\cnc\maps\funpark01\scj01ea.lua
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mods\cnc\maps\shellmap\shellmap.lua = mods\cnc\maps\shellmap\shellmap.lua
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EndProjectSection
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BIN
mods/cnc/maps/nod08a/map.bin
Normal file
BIN
mods/cnc/maps/nod08a/map.bin
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Binary file not shown.
BIN
mods/cnc/maps/nod08a/map.png
Normal file
BIN
mods/cnc/maps/nod08a/map.png
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Binary file not shown.
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After Width: | Height: | Size: 37 KiB |
611
mods/cnc/maps/nod08a/map.yaml
Normal file
611
mods/cnc/maps/nod08a/map.yaml
Normal file
@@ -0,0 +1,611 @@
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MapFormat: 11
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RequiresMod: cnc
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Title: Battle for Zaire (a)
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Author: Westwood Studios
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Tileset: DESERT
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MapSize: 64,64
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Bounds: 8,12,55,49
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Visibility: MissionSelector
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Categories: Campaign
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LockPreview: True
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Players:
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PlayerReference@GDI:
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Name: GDI
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Faction: gdi
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Color: F5D378
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Allies: Outpost
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Enemies: Nod
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PlayerReference@Neutral:
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Name: Neutral
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OwnsWorld: True
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NonCombatant: True
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Faction: gdi
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PlayerReference@Civilians:
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Name: Civilians
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NonCombatant: True
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Faction: gdi
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Enemies: Nod
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PlayerReference@Outpost:
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Name: Outpost
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Faction: gdi
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Color: F5D378
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Allies: GDI
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Enemies: Nod
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PlayerReference@Nod:
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Name: Nod
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AllowBots: False
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Playable: True
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Required: True
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LockFaction: True
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Faction: nod
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LockColor: True
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Color: FE1100
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LockSpawn: True
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LockTeam: True
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Enemies: GDI, Civilians
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PlayerReference@NodBase:
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Name: NodBase
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NonCombatant: True
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Faction: nod
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Color: FE1100
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Enemies: Nod
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Actors:
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Actor0: brik
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Location: 62,22
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Owner: GDI
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Actor1: brik
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Location: 61,22
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Owner: GDI
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Actor2: brik
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Location: 60,22
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Owner: GDI
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Actor3: brik
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Location: 59,22
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Owner: GDI
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Actor4: brik
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Location: 58,22
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Owner: GDI
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Actor5: brik
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Location: 57,22
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Owner: GDI
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Actor6: brik
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Location: 56,22
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Owner: GDI
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Actor7: brik
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Location: 55,22
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Owner: GDI
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Actor8: brik
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Location: 54,22
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Owner: GDI
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Actor9: brik
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Location: 53,22
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Owner: GDI
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Actor10: brik
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Location: 52,22
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Owner: GDI
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Actor11: brik
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Location: 47,22
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Owner: GDI
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Actor12: brik
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Location: 46,22
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Owner: GDI
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Actor13: brik
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Location: 62,21
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Owner: GDI
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Actor14: brik
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Location: 53,21
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Owner: GDI
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Actor15: brik
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Location: 52,21
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Owner: GDI
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Actor16: brik
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Location: 47,21
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Owner: GDI
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Actor17: brik
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Location: 46,21
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Owner: GDI
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Actor18: brik
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Location: 62,20
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Owner: GDI
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Actor19: brik
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Location: 46,20
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Owner: GDI
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Actor20: brik
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Location: 62,19
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Owner: GDI
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Actor21: brik
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Location: 46,19
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Owner: GDI
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Actor22: brik
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||||
Location: 62,18
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Owner: GDI
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Actor23: brik
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Location: 47,18
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||||
Owner: GDI
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||||
Actor24: brik
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||||
Location: 46,18
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Owner: GDI
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Actor25: brik
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Location: 62,17
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Owner: GDI
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Actor26: brik
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Location: 47,17
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Owner: GDI
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Actor27: brik
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Location: 46,17
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Owner: GDI
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Actor28: brik
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Location: 62,16
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Owner: GDI
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Actor29: brik
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Location: 62,15
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Owner: GDI
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Actor30: brik
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Location: 62,14
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Owner: GDI
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||||
Actor31: brik
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||||
Location: 62,13
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Owner: GDI
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Actor32: brik
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||||
Location: 47,13
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Owner: GDI
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||||
Actor33: brik
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Location: 46,13
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Owner: GDI
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Actor34: cycl
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Location: 40,13
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Owner: GDI
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Actor35: cycl
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Location: 39,13
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Owner: GDI
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Actor36: brik
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Location: 62,12
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Owner: GDI
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Actor37: brik
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Location: 61,12
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Owner: GDI
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Actor38: brik
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Location: 60,12
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Owner: GDI
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Actor39: brik
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||||
Location: 59,12
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Owner: GDI
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Actor40: brik
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Location: 58,12
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Owner: GDI
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Actor41: brik
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||||
Location: 57,12
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Owner: GDI
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Actor42: brik
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Location: 56,12
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Owner: GDI
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||||
Actor43: brik
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||||
Location: 55,12
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Owner: GDI
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Actor44: brik
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||||
Location: 54,12
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Owner: GDI
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||||
Actor45: brik
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||||
Location: 53,12
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||||
Owner: GDI
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||||
Actor46: brik
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||||
Location: 52,12
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||||
Owner: GDI
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||||
Actor47: brik
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||||
Location: 51,12
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||||
Owner: GDI
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||||
Actor48: brik
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||||
Location: 50,12
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||||
Owner: GDI
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||||
Actor49: brik
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||||
Location: 49,12
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||||
Owner: GDI
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||||
Actor50: brik
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||||
Location: 48,12
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||||
Owner: GDI
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||||
Actor51: brik
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||||
Location: 47,12
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||||
Owner: GDI
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||||
Actor52: brik
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||||
Location: 46,12
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||||
Owner: GDI
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||||
Actor53: cycl
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||||
Location: 40,12
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Owner: GDI
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||||
Actor54: rock1
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||||
Location: 19,17
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||||
Owner: Neutral
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||||
Actor55: t08
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||||
Location: 8,29
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Owner: Neutral
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||||
Actor56: t08
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||||
Location: 35,50
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||||
Owner: Neutral
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||||
Actor57: t08
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||||
Location: 10,26
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Owner: Neutral
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||||
Actor58: t08
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||||
Location: 17,48
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||||
Owner: Neutral
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||||
Actor59: t08
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||||
Location: 34,25
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Owner: Neutral
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||||
Actor60: t18
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||||
Location: 51,54
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||||
Owner: Neutral
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||||
Actor61: t18
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||||
Location: 45,56
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Owner: Neutral
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||||
Actor62: t08
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||||
Location: 23,36
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||||
Owner: Neutral
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||||
Actor63: t08
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||||
Location: 21,24
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||||
Owner: Neutral
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||||
Actor64: t08
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||||
Location: 62,25
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||||
Owner: Neutral
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||||
Actor88: mtnk
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||||
Location: 45,20
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||||
Owner: GDI
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||||
Facing: 160
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||||
Actor89: mtnk
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||||
Location: 50,58
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||||
Owner: GDI
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||||
Facing: 192
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||||
Actor90: mtnk
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||||
Location: 57,28
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||||
Owner: GDI
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||||
Facing: 160
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||||
Actor91: e2
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||||
Location: 27,60
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||||
Owner: GDI
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||||
SubCell: 2
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||||
Actor92: e3
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||||
Location: 57,21
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||||
Owner: GDI
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||||
SubCell: 3
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||||
Actor93: e3
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||||
Location: 56,21
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||||
Owner: GDI
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||||
SubCell: 2
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||||
Actor94: e3
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||||
Location: 57,21
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||||
Owner: GDI
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||||
SubCell: 1
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||||
Actor95: e3
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||||
Location: 56,21
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||||
Owner: GDI
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||||
SubCell: 4
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||||
Actor96: e2
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||||
Location: 55,19
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||||
Owner: GDI
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||||
SubCell: 3
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||||
Actor97: e2
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||||
Location: 55,20
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||||
Owner: GDI
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||||
SubCell: 1
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||||
Actor98: e2
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||||
Location: 54,19
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||||
Owner: GDI
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||||
SubCell: 3
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||||
Actor99: e2
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||||
Location: 54,19
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||||
Owner: GDI
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||||
SubCell: 4
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||||
Actor100: e2
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||||
Location: 54,20
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||||
Owner: GDI
|
||||
SubCell: 2
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||||
Actor101: e2
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||||
Location: 54,20
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||||
Owner: GDI
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||||
SubCell: 1
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||||
Actor102: e1
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||||
Location: 55,21
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||||
Owner: GDI
|
||||
SubCell: 1
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||||
Actor103: e1
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||||
Location: 54,21
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||||
Owner: GDI
|
||||
SubCell: 1
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||||
Actor104: e1
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||||
Location: 55,21
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||||
Owner: GDI
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||||
SubCell: 3
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||||
Actor105: e1
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||||
Location: 54,21
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||||
Owner: GDI
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||||
SubCell: 2
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||||
Actor106: e1
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||||
Location: 54,21
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||||
Owner: GDI
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||||
SubCell: 4
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||||
Actor107: e1
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||||
Location: 54,21
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||||
Owner: GDI
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||||
SubCell: 3
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||||
Actor108: e3
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||||
Location: 13,56
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||||
Owner: GDI
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||||
SubCell: 0
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||||
Actor109: e3
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||||
Location: 13,54
|
||||
Owner: GDI
|
||||
SubCell: 3
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||||
Actor110: e2
|
||||
Location: 23,49
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor111: e2
|
||||
Location: 21,49
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||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor112: e1
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||||
Location: 29,56
|
||||
Owner: GDI
|
||||
SubCell: 0
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||||
Actor113: e1
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||||
Location: 28,56
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||||
Owner: GDI
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||||
SubCell: 0
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||||
Actor114: e3
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||||
Location: 56,21
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||||
Owner: GDI
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||||
SubCell: 3
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||||
Actor115: e3
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||||
Location: 56,21
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||||
Owner: GDI
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||||
SubCell: 1
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||||
Actor116: e3
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||||
Location: 55,23
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||||
Owner: GDI
|
||||
Facing: 160
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||||
SubCell: 1
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||||
Actor117: e1
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||||
Location: 56,23
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||||
Owner: GDI
|
||||
Facing: 160
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||||
SubCell: 1
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||||
Actor118: e1
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||||
Location: 54,28
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||||
Owner: GDI
|
||||
Facing: 160
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||||
SubCell: 1
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||||
Actor119: e2
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||||
Location: 53,28
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||||
Owner: GDI
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||||
Facing: 96
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||||
SubCell: 0
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||||
Actor120: e2
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||||
Location: 56,24
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||||
Owner: GDI
|
||||
Facing: 160
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||||
SubCell: 2
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||||
Actor121: e1
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||||
Location: 35,25
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||||
Owner: GDI
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||||
Facing: 160
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||||
SubCell: 0
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||||
Actor122: e2
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||||
Location: 36,50
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||||
Owner: GDI
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||||
Facing: 160
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||||
SubCell: 4
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||||
Actor123: e1
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||||
Location: 44,58
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||||
Owner: GDI
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||||
Facing: 224
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||||
SubCell: 4
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||||
Actor124: e1
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||||
Location: 47,55
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||||
Owner: GDI
|
||||
Facing: 64
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||||
SubCell: 0
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||||
Actor135: e1
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||||
Location: 46,58
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||||
Owner: GDI
|
||||
Facing: 32
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||||
SubCell: 2
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||||
Actor136: e2
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||||
Location: 47,59
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||||
Owner: GDI
|
||||
Facing: 224
|
||||
SubCell: 0
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||||
Actor137: e2
|
||||
Location: 43,57
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||||
Owner: GDI
|
||||
Facing: 160
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||||
SubCell: 1
|
||||
waypoint27: waypoint
|
||||
Location: 33,53
|
||||
Owner: Neutral
|
||||
waypoint26: waypoint
|
||||
Location: 33,53
|
||||
Owner: Neutral
|
||||
waypoint25: waypoint
|
||||
Location: 23,55
|
||||
Owner: Neutral
|
||||
waypoint15: waypoint
|
||||
Location: 55,54
|
||||
Owner: Neutral
|
||||
waypoint14: waypoint
|
||||
Location: 13,27
|
||||
Owner: Neutral
|
||||
waypoint13: waypoint
|
||||
Location: 15,13
|
||||
Owner: Neutral
|
||||
waypoint12: waypoint
|
||||
Location: 31,15
|
||||
Owner: Neutral
|
||||
waypoint11: waypoint
|
||||
Location: 13,56
|
||||
Owner: Neutral
|
||||
waypoint10: waypoint
|
||||
Location: 23,44
|
||||
Owner: Neutral
|
||||
waypoint9: waypoint
|
||||
Location: 9,44
|
||||
Owner: Neutral
|
||||
waypoint8: waypoint
|
||||
Location: 9,33
|
||||
Owner: Neutral
|
||||
Actor138: waypoint
|
||||
Location: 22,26
|
||||
Owner: Neutral
|
||||
Actor139: waypoint
|
||||
Location: 35,30
|
||||
Owner: Neutral
|
||||
Actor140: waypoint
|
||||
Location: 32,52
|
||||
Owner: Neutral
|
||||
Actor141: waypoint
|
||||
Location: 46,49
|
||||
Owner: Neutral
|
||||
Actor142: waypoint
|
||||
Location: 47,39
|
||||
Owner: Neutral
|
||||
Actor143: waypoint
|
||||
Location: 51,33
|
||||
Owner: Neutral
|
||||
Actor144: waypoint
|
||||
Location: 49,26
|
||||
Owner: Neutral
|
||||
Actor145: waypoint
|
||||
Location: 49,22
|
||||
Owner: Neutral
|
||||
Actor156: split3
|
||||
Owner: Neutral
|
||||
Location: 40,22
|
||||
Actor157: split3
|
||||
Owner: Neutral
|
||||
Location: 57,42
|
||||
AirstrikeTarget: waypoint
|
||||
Owner: Neutral
|
||||
Location: 60,57
|
||||
AttackPath1: waypoint
|
||||
Owner: Neutral
|
||||
Location: 27,36
|
||||
AttackPath2: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,31
|
||||
AttackPath3: waypoint
|
||||
Owner: Neutral
|
||||
Location: 49,46
|
||||
GDIBuilding1: hpad
|
||||
Location: 41,14
|
||||
Owner: GDI
|
||||
GDIBuilding2: hpad
|
||||
Location: 39,14
|
||||
Owner: GDI
|
||||
GDIBuilding3: silo
|
||||
Location: 57,14
|
||||
Owner: GDI
|
||||
GDIBuilding4: silo
|
||||
Location: 55,13
|
||||
Owner: GDI
|
||||
GDIBuilding5: gtwr
|
||||
Location: 52,23
|
||||
Owner: GDI
|
||||
GDIBuilding6: gtwr
|
||||
Location: 47,23
|
||||
Owner: GDI
|
||||
GDIBuilding7: silo
|
||||
Location: 55,17
|
||||
Owner: GDI
|
||||
GDIBuilding8: silo
|
||||
Location: 55,15
|
||||
Owner: GDI
|
||||
GDIBuilding9: atwr
|
||||
Owner: GDI
|
||||
Location: 47,19
|
||||
TurretFacing: 92
|
||||
GDICYard: fact
|
||||
Location: 59,13
|
||||
Owner: GDI
|
||||
GDIHarvester: harv
|
||||
Owner: GDI
|
||||
Location: 50,18
|
||||
Facing: 92
|
||||
GDIHQ: hq
|
||||
Location: 51,13
|
||||
Owner: GDI
|
||||
GDINuke1: nuke
|
||||
Location: 60,17
|
||||
Owner: GDI
|
||||
GDINuke2: nuke
|
||||
Location: 59,19
|
||||
Owner: GDI
|
||||
GDINuke3: nuke
|
||||
Location: 57,18
|
||||
Owner: GDI
|
||||
GDINuke4: nuke
|
||||
Location: 58,16
|
||||
Owner: GDI
|
||||
GDIOrca1: orca
|
||||
Owner: GDI
|
||||
Location: 41,12
|
||||
Facing: 92
|
||||
GDIOrca2: orca
|
||||
Owner: GDI
|
||||
Location: 41,13
|
||||
Facing: 92
|
||||
GDIProc: proc
|
||||
Owner: GDI
|
||||
Location: 50,16
|
||||
FreeActor: False
|
||||
GDIPyle: pyle
|
||||
Location: 53,14
|
||||
Owner: GDI
|
||||
GDIWeap: weap
|
||||
Location: 48,12
|
||||
Owner: GDI
|
||||
MoneyCrate: MoneyCrate
|
||||
Owner: Neutral
|
||||
Location: 39,12
|
||||
NodCYard: fact.in
|
||||
Location: 60,53
|
||||
Owner: NodBase
|
||||
Health: 37
|
||||
NodHand: hand
|
||||
Location: 59,55
|
||||
Owner: NodBase
|
||||
Health: 45
|
||||
NodNuke: nuke
|
||||
Location: 61,56
|
||||
Owner: NodBase
|
||||
Health: 47
|
||||
OutpostCYard: factout.in
|
||||
Location: 17,54
|
||||
Owner: Outpost
|
||||
OutpostHarvester: harv
|
||||
Location: 10,58
|
||||
Owner: Outpost
|
||||
OutpostNuke: nukeout.in
|
||||
Location: 20,52
|
||||
Owner: Outpost
|
||||
OutpostProc: procout.in
|
||||
Location: 20,55
|
||||
Owner: Outpost
|
||||
FreeActor: False
|
||||
ReinforcementsHelicopterRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 37,58
|
||||
ReinforcementsHelicopterSpawn: waypoint
|
||||
Owner: Neutral
|
||||
Location: 25,60
|
||||
|
||||
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
|
||||
|
||||
Weapons: weapons.yaml
|
||||
220
mods/cnc/maps/nod08a/nod08a-AI.lua
Normal file
220
mods/cnc/maps/nod08a/nod08a-AI.lua
Normal file
@@ -0,0 +1,220 @@
|
||||
AttackPaths = { { AttackPath1 }, { AttackPath2 }, { AttackPath3 } }
|
||||
GDIBase = { GDICYard, GDIPyle, GDIWeap, GDIHQ, GDIProc, GDINuke1, GDINuke2, GDINuke3, GDIBuilding1, GDIBuilding2, GDIBuilding3, GDIBuilding4, GDIBuilding5, GDIBuilding6, GDIBuilding7, GDIBuilding8, GDIBuilding9 }
|
||||
GDIOrcas = { GDIOrca1, GDIOrca2 }
|
||||
InfantryAttackGroup = { }
|
||||
InfantryGroupSize = 4
|
||||
InfantryProductionCooldown = DateTime.Minutes(3)
|
||||
InfantryProductionTypes = { "e1", "e1", "e2" }
|
||||
HarvesterProductionType = { "harv" }
|
||||
VehicleAttackGroup = { }
|
||||
VehicleGroupSize = 4
|
||||
VehicleProductionCooldown = DateTime.Minutes(4)
|
||||
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
|
||||
StartingCash = 4000
|
||||
|
||||
BaseProc = { type = "proc", pos = CPos.New(50, 16), cost = 1500, exists = true }
|
||||
BaseNuke1 = { type = "nuke", pos = CPos.New(60, 17), cost = 500, exists = true }
|
||||
BaseNuke2 = { type = "nuke", pos = CPos.New(59, 19), cost = 500, exists = true }
|
||||
BaseNuke3 = { type = "nuke", pos = CPos.New(57, 18), cost = 500, exists = true }
|
||||
BaseNuke4 = { type = "nuke", pos = CPos.New(58, 16), cost = 500, exists = true }
|
||||
InfantryProduction = { type = "pyle", pos = CPos.New(53, 14), cost = 500, exists = true }
|
||||
VehicleProduction = { type = "weap", pos = CPos.New(48, 12), cost = 2000, exists = true }
|
||||
|
||||
BaseBuildings = { BaseProc, BaseNuke1, BaseNuke2, BaseNuke3, BaseNuke4, InfantryProduction, VehicleProduction }
|
||||
|
||||
AutoGuard = function(guards)
|
||||
Utils.Do(guards, function(guard)
|
||||
Trigger.OnDamaged(guard, function(guard)
|
||||
IdleHunt(guard)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
BuildBase = function(cyard)
|
||||
Utils.Do(BaseBuildings, function(building)
|
||||
if not building.exists and not cyardIsBuilding then
|
||||
BuildBuilding(building, cyard)
|
||||
return
|
||||
end
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
|
||||
end
|
||||
|
||||
BuildBuilding = function(building, cyard)
|
||||
cyardIsBuilding = true
|
||||
|
||||
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
|
||||
cyardIsBuilding = false
|
||||
|
||||
if cyard.IsDead or cyard.Owner ~= enemy then
|
||||
return
|
||||
end
|
||||
|
||||
local actor = Actor.Create(building.type, true, { Owner = enemy, Location = building.pos })
|
||||
enemy.Cash = enemy.Cash - building.cost
|
||||
|
||||
building.exists = true
|
||||
|
||||
if actor.Type == 'pyle' or actor.Type == 'hand' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(actor) end)
|
||||
elseif actor.Type == 'weap' or actor.Type == 'afld' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(actor) end)
|
||||
end
|
||||
|
||||
Trigger.OnKilled(actor, function() building.exists = false end)
|
||||
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
|
||||
end)
|
||||
end
|
||||
|
||||
CheckForHarvester = function()
|
||||
local harv = enemy.GetActorsByType("harv")
|
||||
return #harv > 0
|
||||
end
|
||||
|
||||
GuardBase = function()
|
||||
Utils.Do(GDIBase, function(building)
|
||||
Trigger.OnDamaged(building, function(guard)
|
||||
Utils.Do(GDIOrcas, function(guard)
|
||||
if not guard.IsDead and not building.IsDead then
|
||||
guard.Guard(building)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
IdleHunt = function(unit)
|
||||
if not unit.IsDead then
|
||||
Trigger.OnIdle(unit, unit.Hunt)
|
||||
end
|
||||
end
|
||||
|
||||
IdlingUnits = function(enemy)
|
||||
local lazyUnits = enemy.GetGroundAttackers()
|
||||
|
||||
Utils.Do(lazyUnits, function(unit)
|
||||
IdleHunt(unit)
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceHarvester = function(building)
|
||||
if not buildingHarvester then
|
||||
buildingHarvester = true
|
||||
building.Build(HarvesterProductionType, function()
|
||||
buildingHarvester = false
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
ProduceInfantry = function(building)
|
||||
if building.IsDead then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
|
||||
local toBuild = { Utils.Random(InfantryProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
InfantryAttackGroup[#InfantryAttackGroup + 1] = unit[1]
|
||||
|
||||
if #InfantryAttackGroup >= InfantryGroupSize then
|
||||
SendUnits(InfantryAttackGroup, Path)
|
||||
InfantryAttackGroup = { }
|
||||
Trigger.AfterDelay(InfantryProductionCooldown, function() ProduceInfantry(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceInfantry(building) end)
|
||||
end
|
||||
end)
|
||||
|
||||
end
|
||||
|
||||
ProduceVehicle = function(building)
|
||||
if building.IsDead then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
ProduceHarvester(building)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(building) end)
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
|
||||
local toBuild = { Utils.Random(VehicleProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]
|
||||
|
||||
if #VehicleAttackGroup >= VehicleGroupSize then
|
||||
SendUnits(VehicleAttackGroup, Path)
|
||||
VehicleAttackGroup = { }
|
||||
Trigger.AfterDelay(VehicleProductionCooldown, function() ProduceVehicle(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceVehicle(building) end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SendUnits = function(units, waypoints)
|
||||
Utils.Do(units, function(unit)
|
||||
if not unit.IsDead then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
unit.AttackMove(waypoint.Location)
|
||||
end)
|
||||
IdleHunt(unit)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
StartAI = function(cyard)
|
||||
Utils.Do(Map.NamedActors, function(actor)
|
||||
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
enemy.Cash = StartingCash
|
||||
BuildBase(cyard)
|
||||
GuardBase()
|
||||
end
|
||||
|
||||
Trigger.OnAllKilledOrCaptured(GDIBase, function()
|
||||
IdlingUnits(enemy)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIProc, function(building)
|
||||
BaseProc.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke1, function(building)
|
||||
BaseNuke1.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke2, function(building)
|
||||
BaseNuke2.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke3, function(building)
|
||||
BaseNuke3.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke4, function(building)
|
||||
BaseNuke4.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIPyle, function(building)
|
||||
InfantryProduction.exists = false
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIWeap, function(building)
|
||||
VehicleProduction.exists = false
|
||||
end)
|
||||
225
mods/cnc/maps/nod08a/nod08a.lua
Normal file
225
mods/cnc/maps/nod08a/nod08a.lua
Normal file
@@ -0,0 +1,225 @@
|
||||
WaypointGroup1 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint6, waypoint10 }
|
||||
WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint6, waypoint7, waypoint8, waypoint9, waypoint10 }
|
||||
WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 }
|
||||
WaypointGroup4 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
|
||||
WaypointGroup5 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint6, waypoint7, waypoint8, waypoint9, waypoint11 }
|
||||
|
||||
GDI1 = { units = { ['e1'] = 2, ['e2'] = 2 }, waypoints = WaypointGroup3, delay = 80 }
|
||||
GDI2 = { units = { ['e2'] = 3, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 10 }
|
||||
GDI3 = { units = { ['e1'] = 2, ['e3'] = 3 }, waypoints = WaypointGroup1, delay = 30 }
|
||||
GDI4 = { units = { ['jeep'] = 2 }, waypoints = WaypointGroup3, delay = 45 }
|
||||
GDI5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 10 }
|
||||
Auto1 = { units = { ['e1'] = 2, ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup4, delay = 25 }
|
||||
Auto2 = { units = { ['e2'] = 2, ['jeep'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto3 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 30 }
|
||||
Auto4 = { units = { ['e1'] = 2, ['mtnk'] = 1 }, waypoints = WaypointGroup2, delay = 30 }
|
||||
Auto5 = { units = { ['e3'] = 2, ['jeep'] = 1 }, waypoints = WaypointGroup1, delay = 30 }
|
||||
|
||||
AutoAttackWaves = { GDI1, GDI2, GDI3, GDI4, GDI5, Auto1, Auto2, Auto3, Auto4, Auto5 }
|
||||
|
||||
NodBase = { NodCYard, NodNuke, NodHand }
|
||||
Outpost = { OutpostCYard, OutpostProc }
|
||||
|
||||
IntroReinforcements = { "e1", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" }
|
||||
|
||||
IntroGuards = { Actor89, Actor137, Actor123, Actor124, Actor135, Actor136 }
|
||||
OutpostGuards = { Actor91, Actor108, Actor109, Actor110, Actor111, Actor112, Actor113, Actor122 }
|
||||
|
||||
NodBaseTrigger = { CPos.New(52, 52), CPos.New(52, 53), CPos.New(52, 54), CPos.New(52, 55), CPos.New(52, 56), CPos.New(52, 57), CPos.New(52, 58), CPos.New(52, 59), CPos.New(52, 60), CPos.New(55, 54) }
|
||||
|
||||
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
|
||||
|
||||
NodBaseCapture = function()
|
||||
nodBaseTrigger = true
|
||||
player.MarkCompletedObjective(NodObjective1)
|
||||
Utils.Do(NodBase, function(actor)
|
||||
actor.Owner = player
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(player, "NewOptions")
|
||||
end)
|
||||
end
|
||||
|
||||
searches = 0
|
||||
getAirstrikeTarget = function()
|
||||
local list = player.GetGroundAttackers()
|
||||
|
||||
if #list == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
local target = list[DateTime.GameTime % #list + 1].CenterPosition
|
||||
|
||||
if searches < 6 then
|
||||
searches = searches + 1
|
||||
return getAirstrikeTarget()
|
||||
else
|
||||
searches = 0
|
||||
return target
|
||||
end
|
||||
end
|
||||
|
||||
--Provide the player with a helicopter until the outpost got captured
|
||||
SendHelicopter = function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
if not outpostCaptured then
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
TransportHelicopter = Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ReinforcementsHelicopterSpawn.Location, waypoint15.Location })[1]
|
||||
Trigger.OnKilled(TransportHelicopter, function()
|
||||
SendHelicopter()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SendAttackWave = function(team)
|
||||
for type, amount in pairs(team.units) do
|
||||
count = 0
|
||||
actors = enemy.GetActorsByType(type)
|
||||
Utils.Do(actors, function(actor)
|
||||
if actor.IsIdle and count < amount then
|
||||
SetAttackWaypoints(actor, team.waypoints)
|
||||
IdleHunt(actor)
|
||||
count = count + 1
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
SetAttackWaypoints = function(actor, waypoints)
|
||||
if not actor.IsDead then
|
||||
Utils.Do(waypoints, function(waypoint)
|
||||
actor.AttackMove(waypoint.Location)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
SendGDIAirstrike = function(hq, delay)
|
||||
if not hq.IsDead and hq.Owner == enemy then
|
||||
local target = getAirstrikeTarget()
|
||||
|
||||
if target then
|
||||
hq.SendAirstrike(target, false, Facing.NorthEast + 4)
|
||||
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SendWaves = function(counter, Waves)
|
||||
if counter <= #Waves then
|
||||
local team = Waves[counter]
|
||||
SendAttackWave(team)
|
||||
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
|
||||
end
|
||||
end
|
||||
|
||||
StartWaves = function()
|
||||
SendWaves(1, AutoAttackWaves)
|
||||
end
|
||||
|
||||
Trigger.OnAllKilled(IntroGuards, function()
|
||||
FlareCamera = Actor.Create("camera", true, { Owner = player, Location = waypoint25.Location })
|
||||
Flare = Actor.Create("flare", true, { Owner = player, Location = waypoint25.Location })
|
||||
SendHelicopter()
|
||||
player.MarkCompletedObjective(NodObjective1)
|
||||
NodBaseCapture()
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilledOrCaptured(Outpost, function()
|
||||
if not outpostCaptured then
|
||||
outpostCaptured = true
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function()
|
||||
|
||||
if not GDIHQ.IsDead and (not NodHand.IsDead or not NodNuke.IsDead) then
|
||||
local airstrikeproxy = Actor.Create("airstrike.proxy", false, { Owner = enemy })
|
||||
airstrikeproxy.SendAirstrike(AirstrikeTarget.CenterPosition, false, Facing.NorthEast + 4)
|
||||
airstrikeproxy.Destroy()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(15), function()
|
||||
Utils.Do(OutpostGuards, function(unit)
|
||||
IdleHunt(unit)
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function()
|
||||
FlareCamera.Kill()
|
||||
Flare.Destroy()
|
||||
end)
|
||||
|
||||
player.MarkCompletedObjective(NodObjective2)
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function() StartWaves() end)
|
||||
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnCapture(OutpostCYard, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(4), function()
|
||||
Media.PlaySpeechNotification(player, "NewOptions")
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.OnAnyKilled(Outpost, function()
|
||||
if not outpostCaptured then
|
||||
player.MarkFailedObjective(NodObjective2)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
|
||||
if not nodBaseTrigger and a.Owner == player then
|
||||
NodBaseCapture()
|
||||
end
|
||||
end)
|
||||
|
||||
WorldLoaded = function()
|
||||
player = Player.GetPlayer("Nod")
|
||||
enemy = Player.GetPlayer("GDI")
|
||||
Camera.Position = waypoint26.CenterPosition
|
||||
Media.PlaySpeechNotification(player, "Reinforce")
|
||||
Reinforcements.ReinforceWithTransport(player, 'tran.in', IntroReinforcements, { ReinforcementsHelicopterSpawn.Location, ReinforcementsHelicopterRally.Location }, { ReinforcementsHelicopterSpawn.Location }, nil, nil)
|
||||
|
||||
StartAI(GDICYard)
|
||||
AutoGuard(IntroGuards)
|
||||
AutoGuard(OutpostGuards)
|
||||
|
||||
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)
|
||||
|
||||
NodObjective1 = player.AddPrimaryObjective("Locate the Nod base.")
|
||||
NodObjective2 = player.AddPrimaryObjective("Capture the GDI outpost.")
|
||||
NodObjective3 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
|
||||
GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
|
||||
enemy.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
|
||||
player.MarkCompletedObjective(NodObjective3)
|
||||
end
|
||||
end
|
||||
214
mods/cnc/maps/nod08a/rules.yaml
Normal file
214
mods/cnc/maps/nod08a/rules.yaml
Normal file
@@ -0,0 +1,214 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: nod08a.lua, nod08a-AI.lua
|
||||
MusicPlaylist:
|
||||
StartingMusic: linefire
|
||||
VictoryMusic: nod_win1
|
||||
MissionData:
|
||||
Briefing: Since we are low on troops, you will have to make use of all available resources.\n\n Locate the abandoned GDI base in the area and restore it to operational status. Once that is done, use GDI's own weapons against them.\n\nBe sure that no GDI forces remain alive.
|
||||
BackgroundVideo: tiberfx.vqa
|
||||
BriefingVideo: nod8.vqa
|
||||
LossVideo: nodlose.vqa
|
||||
SmudgeLayer@SCORCH:
|
||||
InitialSmudges:
|
||||
sc1 40,59 0
|
||||
sc3 39,59 0
|
||||
sc5 55,53 0
|
||||
sc2 23,53 0
|
||||
sc2 23,52 0
|
||||
sc3 59,51 0
|
||||
sc5 58,51 0
|
||||
sc2 23,51 0
|
||||
sc5 23,50 0
|
||||
sc3 23,49 0
|
||||
SmudgeLayer@CRATER:
|
||||
InitialSmudges:
|
||||
cr1 47,58 0
|
||||
cr1 56,54 0
|
||||
cr1 55,54 0
|
||||
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 0
|
||||
|
||||
CYCL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
NUK2:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
BRIK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
EYE:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
GUN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
OBLI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TMPL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E2:
|
||||
Buildable:
|
||||
Prerequisites: ~pyle
|
||||
|
||||
E4:
|
||||
Buildable:
|
||||
Prerequisites: ~hand
|
||||
|
||||
E5:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E6:
|
||||
-RepairsBridges:
|
||||
|
||||
HARV:
|
||||
Harvester:
|
||||
SearchFromOrderRadius: 30
|
||||
|
||||
MTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~weap
|
||||
|
||||
HTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HQ:
|
||||
AirstrikePower:
|
||||
Prerequisites: gdi
|
||||
SquadSize: 1
|
||||
|
||||
RMBO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MLRS:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ATWR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HELI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SBAG:
|
||||
Buildable:
|
||||
Queue: Defence.GDI, Defence.Nod
|
||||
|
||||
GTWR:
|
||||
Buildable:
|
||||
Queue: Defence.GDI
|
||||
|
||||
A10.IN:
|
||||
Inherits: A10
|
||||
RenderSprites:
|
||||
Image: A10
|
||||
Armament@BOMBS:
|
||||
Weapon: Napalm.in
|
||||
|
||||
airstrike.proxy:
|
||||
AlwaysVisible:
|
||||
AirstrikePower:
|
||||
Icon: airstrike
|
||||
StartFullyCharged: True
|
||||
ChargeTime: 120
|
||||
SquadSize: 3
|
||||
QuantizedFacings: 8
|
||||
Description: Air Strike
|
||||
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
|
||||
EndChargeSound: airredy1.aud
|
||||
SelectTargetSound: select1.aud
|
||||
InsufficientPowerSound: nopower1.aud
|
||||
IncomingSound: enemya.aud
|
||||
UnitType: a10.in
|
||||
DisplayBeacon: True
|
||||
BeaconPoster: airstrike
|
||||
DisplayRadarPing: True
|
||||
CameraActor: camera
|
||||
|
||||
FACT.IN:
|
||||
Inherits: FACT
|
||||
RenderSprites:
|
||||
Image: FACT
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: fact
|
||||
CustomSellValue:
|
||||
Value: 13515
|
||||
|
||||
FACTOUT.IN:
|
||||
Inherits: FACT
|
||||
RenderSprites:
|
||||
Image: fact
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: fact
|
||||
Capturable:
|
||||
CaptureThreshold: 100
|
||||
|
||||
MoneyCrate:
|
||||
Inherits: ^Crate
|
||||
GiveCashCrateAction:
|
||||
Amount: 2000
|
||||
UseCashTick: yes
|
||||
|
||||
NUKEOUT.IN:
|
||||
Inherits: NUKE
|
||||
RenderSprites:
|
||||
Image: nuke
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: anypower
|
||||
Capturable:
|
||||
CaptureThreshold: 100
|
||||
|
||||
PROCOUT.IN:
|
||||
Inherits: PROC
|
||||
RenderSprites:
|
||||
Image: proc
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: proc
|
||||
Capturable:
|
||||
CaptureThreshold: 100
|
||||
|
||||
TRAN.IN:
|
||||
Inherits: TRAN
|
||||
RejectsOrders:
|
||||
-Selectable:
|
||||
RenderSprites:
|
||||
Image: TRAN
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
7
mods/cnc/maps/nod08a/weapons.yaml
Normal file
7
mods/cnc/maps/nod08a/weapons.yaml
Normal file
@@ -0,0 +1,7 @@
|
||||
Napalm.IN:
|
||||
Inherits: Napalm
|
||||
Projectile: GravityBomb
|
||||
Image: BOMBLET
|
||||
Warhead@1Dam: SpreadDamage
|
||||
Spread: 1000
|
||||
Damage: 1500
|
||||
@@ -23,6 +23,7 @@ Nod Campaign:
|
||||
./mods/cnc/maps/nod06c
|
||||
./mods/cnc/maps/nod07a
|
||||
./mods/cnc/maps/nod07b
|
||||
./mods/cnc/maps/nod08a
|
||||
|
||||
Funpark Campaign:
|
||||
./mods/cnc/maps/funpark01
|
||||
|
||||
Reference in New Issue
Block a user