More improvements to nod01
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@@ -41,7 +41,6 @@ namespace OpenRA.Mods.Cnc.Missions
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Player gdi;
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Player nod;
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//actors and the likes go here
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Actor nikoomba;
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Actor vil01;
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Actor vil02;
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@@ -64,17 +63,14 @@ namespace OpenRA.Mods.Cnc.Missions
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Actor civ06;
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Actor civ07;
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//waypoints
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Actor nr1;
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Actor nr2;
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Actor gr1;
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Actor nr3;
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World world;
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//in the allies01 script stuff was here not needed for me so far
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const string NRName = "E1";
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const string GRName = "E2";
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const string GRName2 = "JEEP";
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const string ReInfE1 = "E1";
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const string ReInfE3 = "E3";
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void MissionFailed(string text)
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{
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@@ -90,7 +86,6 @@ namespace OpenRA.Mods.Cnc.Missions
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{
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if (nod.WinState != WinState.Undefined) return;
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//spawns nod reinf
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if (world.FrameNumber == 700)
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{
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NODReinforceNthA();
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@@ -101,7 +96,7 @@ namespace OpenRA.Mods.Cnc.Missions
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NODReinforceNthB();
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Sound.Play("reinfor1.aud");
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}
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// objectives
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if (killnikoomba.Status == ObjectiveStatus.InProgress)
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{
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if (nikoomba.Destroyed)
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@@ -109,8 +104,8 @@ namespace OpenRA.Mods.Cnc.Missions
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killnikoomba.Status = ObjectiveStatus.Completed;
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levelvillage.Status = ObjectiveStatus.InProgress;
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OnObjectivesUpdated(true);
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//DisplayObjective();
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//GDIReinforceNth();
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NODReinforceNWstA();
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Sound.Play("reinfor1.aud");
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}
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}
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if (levelvillage.Status == ObjectiveStatus.InProgress)
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@@ -122,41 +117,47 @@ namespace OpenRA.Mods.Cnc.Missions
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{
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levelvillage.Status = ObjectiveStatus.Completed;
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OnObjectivesUpdated(true);
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Sound.StopMusic();
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MissionAccomplished("Nikoomba was killed and the village was destroyed.");
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//does an fmv play at this point?
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}
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}
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if (!world.Actors.Any(a => (a.Owner == nod) && a.IsInWorld && !a.IsDead()))
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if (!world.Actors.Any(a => (a.Owner == nod)))
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{
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MissionFailed("The Nod forces in the area have been wiped out.");
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Action afterFMV = () =>
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{
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Sound.StopMusic();
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MissionFailed("The Nod forces in the area have been wiped out.");
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(world, "gameover.vqa", afterFMV)); //this is the wrong fmv i believe
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}
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}
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IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
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{
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return world.FindActorsInCircle(actor.CenterPosition, WRange.FromCells(range))
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.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IPositionable>() && !a.Owner.NonCombatant);
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}
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void NODReinforceNthA()
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{
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nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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nr1 = world.CreateActor(true, ReInfE1, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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nr1.QueueActivity(nr1.Trait<Mobile>().ScriptedMove(nr1.Location - new CVec(0, -2)));
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nr1 = world.CreateActor(true, ReInfE1, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
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nr1.QueueActivity(nr1.Trait<Mobile>().ScriptedMove(nr1.Location - new CVec(0, -2)));
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}
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void NODReinforceNthB()
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{
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nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
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nr2 = world.CreateActor(true, ReInfE1, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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nr2.QueueActivity(nr2.Trait<Mobile>().ScriptedMove(nr2.Location - new CVec(0, -2)));
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nr2 = world.CreateActor(true, ReInfE1, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
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nr2.QueueActivity(nr2.Trait<Mobile>().ScriptedMove(nr2.Location - new CVec(0, -2)));
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}
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void GDIReinforceNth()
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void NODReinforceNWstA()
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{
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gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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gr1 = world.CreateActor(true, GRName2, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
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//gr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
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nr3 = world.CreateActor(true, ReInfE3, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr3.Location) });
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nr3.QueueActivity(nr3.Trait<Mobile>().ScriptedMove(nr3.Location - new CVec(0, -5)));
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nr3 = world.CreateActor(true, ReInfE3, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr3.Location) });
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nr3.QueueActivity(nr3.Trait<Mobile>().ScriptedMove(nr3.Location - new CVec(0, -5)));
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nr3 = world.CreateActor(true, ReInfE3, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr3.Location) });
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nr3.QueueActivity(nr3.Trait<Mobile>().ScriptedMove(nr3.Location - new CVec(0, -5)));
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}
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public void WorldLoaded(World w)
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@@ -164,6 +165,7 @@ namespace OpenRA.Mods.Cnc.Missions
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world = w;
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gdi = w.Players.Single(p => p.InternalName == "GDI");
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nod = w.Players.Single(p => p.InternalName == "NOD");
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nod.PlayerActor.Trait<PlayerResources>().Cash = 0;
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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nikoomba = actors["Nikoomba"];
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vil01 = actors["Vil01"];
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@@ -188,11 +190,11 @@ namespace OpenRA.Mods.Cnc.Missions
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civ07 = actors["Civ07"];
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nr1 = actors["NODReinforceNthA"];
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nr2 = actors["NODReinforceNthB"];
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gr1 = actors["GDIReinforceNth"];
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nr3 = actors["NODReinforceNWstA"];
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Game.MoveViewport(nr1.Location.ToFloat2());
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Action afterFMV = () =>
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{
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Sound.PlayMusic(Rules.Music["aoi"]);
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MissionUtils.PlayMissionMusic();
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "nod1pre.vqa", () =>
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Media.PlayFMVFullscreen(w, "nod1.vqa", afterFMV)));
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