Files
OpenRA/mods/cnc/maps/nod03b/nod03b.lua
Oliver Brakmann 37c5d51f19 Move Utils.Seconds and .Minutes into DateTime global
Also renames Date.IsHalloween to DateTime.IsHalloween
2014-10-21 22:08:06 +02:00

89 lines
3.0 KiB
Lua

NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" }
Engineers = { "e6", "e6", "e6" }
FirstAttackWaveUnits = { "e1", "e1", "e2" }
SecondAttackWaveUnits = { "e1", "e1", "e1" }
ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
SendAttackWave = function(units, action)
Reinforcements.Reinforce(enemy, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action)
end
FirstAttackWave = function(soldier)
soldier.Move(WP2.Location)
soldier.Move(WP3.Location)
soldier.Move(WP4.Location)
soldier.AttackMove(PlayerBase.Location)
end
SecondAttackWave = function(soldier)
soldier.Move(WP5.Location)
soldier.Move(WP6.Location)
soldier.Move(WP7.Location)
soldier.Move(WP9.Location)
soldier.AttackMove(PlayerBase.Location)
end
InsertNodUnits = function()
Reinforcements.Reinforce(player, { "mcv" }, { McvEntry.Location, McvDeploy.Location })
Reinforcements.Reinforce(player, NodUnits, { NodEntry.Location, NodRallypoint.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
Reinforcements.Reinforce(player, Engineers, { McvEntry.Location, PlayerBase.Location })
end)
end
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
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")
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlayMovieFullscreen("desflees.vqa")
end)
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlayMovieFullscreen("flag.vqa")
end)
end)
gdiObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area")
nodObjective1 = player.AddPrimaryObjective("Capture the prison")
nodObjective2 = player.AddSecondaryObjective("Destroy all GDI forces")
Trigger.OnKilled(TechCenter, function() player.MarkFailedObjective(nodObjective1) end)
Trigger.OnCapture(TechCenter, function()
Trigger.AfterDelay(DateTime.Seconds(2), function()
player.MarkCompletedObjective(nodObjective1)
end)
end)
InsertNodUnits()
Trigger.AfterDelay(DateTime.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end)
Trigger.AfterDelay(DateTime.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end)
Trigger.AfterDelay(DateTime.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end)
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(gdiObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(nodObjective2)
end
end