Files
OpenRA/mods/cnc/maps/gdi04c/gdi04c.lua
clemty 6e315a815c replace GDI/Nod player reference variables with player/enemy
fixes unit production in nod02a and nod02b (killed infantry wouldn't get rebuilt)
2015-09-27 21:18:10 +02:00

133 lines
4.5 KiB
Lua

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