- Typo in documentation ("proximitry").
- Add spaces between sentences.
- Remove most occurrences of " " (two spaces) unless clearly used as indendation
- Punctuation (although no fullstop after filenames like "notifications.yaml").
310 lines
11 KiB
Lua
310 lines
11 KiB
Lua
NodUnitsBuggy = { 'bggy', 'bggy', 'bggy', 'bggy', 'bggy' }
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NodUnitsBikes = { 'bike', 'bike', 'bike' }
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NodUnitsGunner = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
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NodUnitsRocket = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }
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Atk6Units = { 'c1', 'c2', 'c3' }
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Atk5Units = { 'e1', 'e1', 'e2', 'e2' }
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Atk1Units = { 'e1', 'e1' }
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XxxxUnits = { 'jeep' }
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YyyyUnits = { 'e1', 'e1', 'e2' }
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ZzzzUnits = { 'e1', 'e1', 'e2', 'e2' }
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Spawnpoint = { waypoint0.Location }
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Atk6WaypointsPart1 = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location }
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Atk6WaypointsPart2 = { waypoint7.Location, waypoint8.Location, waypoint7.Location }
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Atk5Waypoints = { waypoint0.Location, waypoint9.Location}
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Atk3Waypoints = { waypoint0 }
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Atk2Waypoints = { waypoint6 }
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GcivWaypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
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Atk1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6 }
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Atk4Waypoints = { waypoint0, waypoint9 }
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Atk6ActorTriggerActivator = { Civilian1, Civilian2 }
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Atk5ActorTriggerActivator = { Soldier1, Soldier2, Soldier3, Actor105 }
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WinActorTriggerActivator = { GDICiv1, GDICiv2, GDICiv3, GDICiv4, GDICiv5, GDICiv6, GDICiv7, GDICiv8, GDICiv9, GDICiv11, GDICiv12, GDICiv13 }
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GcivActors = { Gcvi1, Gciv2, GDICiv2, GDICiv9, GDICiv10, GDICiv11 }
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Atk2CellTriggerActivator = { CPos.New(41,22), CPos.New(40,22), CPos.New(39,22), CPos.New(41,21), CPos.New(40,21), CPos.New(39,21) }
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Atk3CellTriggerActivator = { CPos.New(18,18), CPos.New(17,18), CPos.New(16,18), CPos.New(15,18), CPos.New(14,18), CPos.New(13,18), CPos.New(12,18), CPos.New(11,18), CPos.New(24,17), CPos.New(23,17), CPos.New(22,17), CPos.New(21,17), CPos.New(20,17), CPos.New(19,17), CPos.New(17,17), CPos.New(16,17), CPos.New(15,17), CPos.New(14,17), CPos.New(13,17), CPos.New(12,17), CPos.New(11,17) }
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Atk4CellTriggerActivator = { CPos.New(29,28), CPos.New(28,28), CPos.New(29,27), CPos.New(28,27), CPos.New(29,26), CPos.New(28,26), CPos.New(29,25), CPos.New(28,25), CPos.New(29,24), CPos.New(28,24), CPos.New(29,23), CPos.New(28,23), CPos.New(29,22), CPos.New(28,22) }
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GcivCellTriggerActivator = { CPos.New(51,17), CPos.New(50,17), CPos.New(49,17), CPos.New(48,17), CPos.New(47,17), CPos.New(46,17), CPos.New(45,17), CPos.New(44,17), CPos.New(43,17), CPos.New(42,17), CPos.New(41,17), CPos.New(40,17), CPos.New(39,17), CPos.New(38,17), CPos.New(37,17), CPos.New(36,17), CPos.New(35,17), CPos.New(52,16), CPos.New(51,16), CPos.New(50,16), CPos.New(49,16), CPos.New(48,16), CPos.New(47,16), CPos.New(46,16), CPos.New(45,16), CPos.New(44,16), CPos.New(43,16), CPos.New(42,16), CPos.New(41,16), CPos.New(40,16), CPos.New(39,16), CPos.New(38,16), CPos.New(37,16), CPos.New(36,16), CPos.New(35,16) }
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DelxCellTriggerActivator = { CPos.New(42,20), CPos.New(41,20), CPos.New(40,20), CPos.New(39,20), CPos.New(38,20) }
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DelyCellTriggerActivator = { CPos.New(31,28), CPos.New(30,28), CPos.New(31,27), CPos.New(30,27), CPos.New(31,26), CPos.New(30,26), CPos.New(31,25), CPos.New(30,25), CPos.New(31,24), CPos.New(30,24) }
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DelzCellTriggerActivator = { CPos.New(18,20), CPos.New(17,20), CPos.New(16,20), CPos.New(15,20), CPos.New(14,20), CPos.New(13,20), CPos.New(12,20), CPos.New(11,20), CPos.New(25,19), CPos.New(24,19), CPos.New(23,19), CPos.New(22,19), CPos.New(21,19), CPos.New(20,19), CPos.New(19,19), CPos.New(18,19), CPos.New(17,19), CPos.New(16,19), CPos.New(15,19), CPos.New(14,19), CPos.New(13,19), CPos.New(12,19), CPos.New(11,19), CPos.New(25,18), CPos.New(24,18), CPos.New(23,18), CPos.New(22,18), CPos.New(21,18), CPos.New(20,18), CPos.New(19,18) }
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Atk3TriggerCounter = 2
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Atk1TriggerFunctionTime = DateTime.Seconds(20)
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XxxxTriggerFunctionTime = DateTime.Seconds(50)
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YyyyTriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(40)
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ZzzzTriggerFunctionTime = DateTime.Minutes(2) + DateTime.Seconds(30)
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NodCiviliansActors = { NodCiv1, NodCiv2, NodCiv3, NodCiv4, NodCiv5, NodCiv6, NodCiv7, NodCiv8, NodCiv9 }
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Atk6TriggerFunction = function()
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Reinforcements.ReinforceWithTransport(GDI, 'apc', Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2,
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function(transport, cargo)
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Utils.Do(cargo, function(actor)
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IdleHunt(actor)
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end)
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end,
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function(unit)
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IdleHunt(unit)
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end)
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end
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Atk5TriggerFunction = function ()
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if not Atk5TriggerSwitch then
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Atk5TriggerSwitch = true
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Reinforcements.ReinforceWithTransport(GDI, 'apc', Atk5Units, Atk5Waypoints, nil,
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function(transport, cargo)
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transport.UnloadPassengers()
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Utils.Do(cargo, function(actor)
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IdleHunt(actor)
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end)
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end,
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function(unit)
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IdleHunt(unit)
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end)
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end
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end
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Atk1TriggerFunction = function()
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Reinforcements.Reinforce(GDI, Atk1Units, Spawnpoint, 15,
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function(actor)
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Atk1Movement(actor)
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end)
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end
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XxxxTriggerFunction = function()
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if not XxxxTriggerSwitch then
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Reinforcements.Reinforce(GDI, XxxxUnits, Spawnpoint, 15,
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function(actor)
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Atk2Movement(actor)
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end)
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end
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end
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YyyyTriggerFunction = function()
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if not YyyyTriggerSwitch then
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Reinforcements.Reinforce(GDI, YyyyUnits, Spawnpoint, 15,
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function(actor)
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Atk4Movement(actor)
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end)
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end
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end
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ZzzzTriggerFunction = function()
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if not ZzzzTriggerSwitch then
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Reinforcements.ReinforceWithTransport(GDI, 'apc', ZzzzUnits, Atk5Waypoints, nil,
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function(transport, cargo)
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transport.UnloadPassengers()
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Utils.Do(cargo, function(actor)
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IdleHunt(actor)
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end)
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end,
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function(unit)
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IdleHunt(unit)
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end)
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end
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end
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Atk3Movement = function(unit)
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Utils.Do(Atk3Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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Atk2Movement = function(unit)
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Utils.Do(Atk2Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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Atk1Movement = function(unit)
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Utils.Do(Atk1Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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GcivMovement = function(unit)
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Utils.Do(GcivWaypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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end
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Atk4Movement = function(unit)
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Utils.Do(Atk4Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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InsertNodUnits = function()
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11)
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Reinforcements.Reinforce(Nod, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15)
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end
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CreateCivilians = function(actor, discoverer)
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Utils.Do(NodCiviliansActors, function(actor)
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actor.Owner = Nod
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end)
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NodObjective2 = Nod.AddPrimaryObjective("Protect the civilians that support Nod.")
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Trigger.OnAllKilled(NodCiviliansActors, function()
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Nod.MarkFailedObjective(NodObjective2)
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end)
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Utils.Do(GcivActors, function(actor)
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if not actor.IsDead then
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actor.AttackMove(waypoint7.Location)
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actor.AttackMove(waypoint8.Location)
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IdleHunt(actor)
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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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NodSupporter = Player.GetPlayer("NodSupporter")
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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Trigger.OnObjectiveAdded(Nod, 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(Nod, 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(Nod, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(Nod, function()
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Media.PlaySpeechNotification(Nod, "Win")
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end)
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Trigger.OnPlayerLost(Nod, function()
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Media.PlaySpeechNotification(Nod, "Lose")
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end)
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Trigger.OnAnyKilled(Atk6ActorTriggerActivator, Atk6TriggerFunction)
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OnAnyDamaged(Atk5ActorTriggerActivator, Atk5TriggerFunction)
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Trigger.OnEnteredFootprint(Atk3CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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for type, count in pairs({ ['e1'] = 3, ['e2'] = 2, ['mtnk'] = 1 }) do
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local myActors = Utils.Take(count, GDI.GetActorsByType(type))
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Utils.Do(myActors, function(actor)
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Atk3Movement(actor)
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end)
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end
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Atk3TriggerCounter = Atk3TriggerCounter - 1
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if Atk3TriggerCounter < 0 then
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Trigger.RemoveFootprintTrigger(id)
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end
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end
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end)
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Trigger.OnEnteredFootprint(Atk2CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MyActors = Utils.Take(1, GDI.GetActorsByType('jeep'))
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Utils.Do(MyActors, function(actor)
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Atk2Movement(actor)
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end)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(GcivCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Utils.Do(GcivActors, function(actor)
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GcivMovement(actor)
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end)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction)
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Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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for type, count in pairs({ ['e1'] = 2,['e2'] = 1 }) do
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local myActors = Utils.Take(count, GDI.GetActorsByType(type))
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Utils.Do(myActors, function(actor)
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Atk4Movement(actor)
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end)
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end
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(XxxxTriggerFunctionTime, XxxxTriggerFunction)
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Trigger.AfterDelay(YyyyTriggerFunctionTime, YyyyTriggerFunction)
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Trigger.AfterDelay(ZzzzTriggerFunctionTime, ZzzzTriggerFunction)
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Trigger.OnEnteredFootprint(DelxCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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XxxxTriggerSwitch = true
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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YyyyTriggerSwitch = true
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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ZzzzTriggerSwitch = true
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnPlayerDiscovered(NodSupporter, CreateCivilians)
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Trigger.OnAllKilled(WinActorTriggerActivator, function()
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Nod.MarkCompletedObjective(NodObjective1)
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if NodObjective2 then
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Nod.MarkCompletedObjective(NodObjective2)
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end
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end)
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GDIObjective = GDI.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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NodObjective1 = Nod.AddPrimaryObjective("Kill all civilian GDI supporters.")
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InsertNodUnits()
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Camera.Position = waypoint6.CenterPosition
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end
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Tick = function()
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if Nod.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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end
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end
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OnAnyDamaged = function(actors, func)
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, func)
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end)
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end
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IdleHunt = function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end
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