133 lines
4.5 KiB
Lua
133 lines
4.5 KiB
Lua
LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 }
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TownAttackTrigger = { CPos.New(54, 38), CPos.New(55, 38), CPos.New(56, 38), CPos.New(57, 38) }
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GDIReinforcementsTrigger = { CPos.New(32, 51), CPos.New(32, 52), CPos.New(33, 52) }
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GDIReinforcementsPart1 = { "jeep", "jeep" }
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GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" }
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TownAttackWave1 = { "bggy", "bggy" }
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TownAttackWave2 = { "ltnk", "ltnk" }
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TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" }
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TownAttackWpts = { waypoint1, waypoint2 }
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Civvie1Wpts = { CivvieWpts1, CivvieWpts2 }
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Civvie2Wpts = { CivvieWpts3, CivvieWpts1, CivvieWpts4, CivvieWpts5, CivvieWpts6, CivvieWpts7, CivvieWpts8, CivvieWpts9, CivvieWpts10, CivvieWpts11 }
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FollowCivvieWpts = function(actor, wpts)
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Utils.Do(wpts, function(wpt)
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actor.Move(wpt.Location, 2)
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actor.Wait(DateTime.Seconds(2))
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end)
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end
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FollowWaypoints = function(actor, wpts)
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Utils.Do(wpts, function(wpt)
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actor.AttackMove(wpt.Location, 2)
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end)
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end
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TownAttackersIdleAction = function(actor)
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actor.AttackMove(TownAttackWpt.Location, 2)
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actor.Hunt()
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end
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TownAttackAction = function(actor)
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Trigger.OnIdle(actor, TownAttackersIdleAction)
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FollowWaypoints(actor, TownAttackWpts)
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end
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AttackTown = function()
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Reinforcements.Reinforce(enemy, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Reinforcements.Reinforce(enemy, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
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end)
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Trigger.AfterDelay(DateTime.Seconds(4), function()
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Reinforcements.Reinforce(enemy, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
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end)
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end
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SendGDIReinforcements = function()
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Reinforcements.Reinforce(player, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location }, DateTime.Seconds(1), function(actor)
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Media.PlaySpeechNotification(player, "Reinforce")
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actor.Move(GDIReinfRally3.Location)
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actor.Stance = "Defend"
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location }, nil, function(apc, team)
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Media.PlaySpeechNotification(player, "Reinforce")
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apc.Move(GDIUnloadWpt.Location)
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apc.UnloadPassengers()
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Utils.Do(team, function(unit) unit.Stance = "Defend" end)
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end)
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end)
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end
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WorldLoaded = function()
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player = Player.GetPlayer("GDI")
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enemy = Player.GetPlayer("Nod")
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnAllKilled(LoseTriggerHouses, function()
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player.MarkFailedObjective(gdiObjective1)
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.")
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gdiObjective1 = player.AddPrimaryObjective("Defend the town of Białystok.")
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gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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townAttackTrigger = false
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Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
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if not townAttackTrigger and a.Owner == player then
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townAttackTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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AttackTown()
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end
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end)
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gdiReinforcementsTrigger = false
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Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
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if not gdiReinforcementsTrigger and a.Owner == player then
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gdiReinforcementsTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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SendGDIReinforcements()
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end
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end)
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Utils.Do(player.GetGroundAttackers(), function(unit)
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unit.Stance = "Defend"
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end)
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Trigger.AfterDelay(1, function()
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FollowCivvieWpts(civvie1, Civvie1Wpts)
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FollowCivvieWpts(civvie2, Civvie2Wpts)
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end)
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Camera.Position = Actor141.CenterPosition
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(nodObjective)
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end
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if enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(gdiObjective1)
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player.MarkCompletedObjective(gdiObjective2)
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end
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end
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