99 lines
3.2 KiB
Lua
99 lines
3.2 KiB
Lua
nodInBaseTeam = { RushBuggy, RushRifle1, RushRifle2, RushRifle3 }
|
|
MobileConstructionVehicle = { "mcv" }
|
|
EngineerReinforcements = { "e6", "e6", "e6" }
|
|
VehicleReinforcements = { "jeep" }
|
|
|
|
AttackerSquadSize = 3
|
|
|
|
ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
|
|
local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart })
|
|
local subcell = 0
|
|
Utils.Do(units, function(a)
|
|
transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
|
|
subcell = subcell + 1
|
|
end)
|
|
|
|
transport.ScriptedMove(transportUnload)
|
|
|
|
transport.CallFunc(function()
|
|
Utils.Do(units, function()
|
|
local a = transport.UnloadPassenger()
|
|
a.IsInWorld = true
|
|
a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
|
|
|
|
if rallypoint ~= nil then
|
|
a.Move(rallypoint)
|
|
end
|
|
end)
|
|
end)
|
|
|
|
transport.Wait(5)
|
|
transport.ScriptedMove(transportStart)
|
|
transport.Destroy()
|
|
end
|
|
|
|
Reinforce = function(units)
|
|
Media.PlaySpeechNotification(player, "Reinforce")
|
|
ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location)
|
|
end
|
|
|
|
BridgeheadSecured = function()
|
|
Reinforce(MobileConstructionVehicle)
|
|
Trigger.AfterDelay(DateTime.Seconds(15), NodAttack)
|
|
Trigger.AfterDelay(DateTime.Seconds(30), function() Reinforce(EngineerReinforcements) end)
|
|
Trigger.AfterDelay(DateTime.Seconds(120), function() Reinforce(VehicleReinforcements) end)
|
|
end
|
|
|
|
NodAttack = function()
|
|
local nodUnits = enemy.GetGroundAttackers()
|
|
if #nodUnits > AttackerSquadSize * 2 then
|
|
local attackers = Utils.Skip(nodUnits, #nodUnits - AttackerSquadSize)
|
|
Utils.Do(attackers, function(unit)
|
|
unit.AttackMove(NodAttackWaypoint.Location)
|
|
Trigger.OnIdle(unit, unit.Hunt)
|
|
end)
|
|
Trigger.OnAllKilled(attackers, function() Trigger.AfterDelay(DateTime.Seconds(15), NodAttack) 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.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("Eliminate all Nod forces in the area")
|
|
gdiObjective2 = player.AddSecondaryObjective("Capture the Tiberium Refinery")
|
|
|
|
Trigger.OnCapture(NodRefinery, function() player.MarkCompletedObjective(gdiObjective2) end)
|
|
Trigger.OnKilled(NodRefinery, function() player.MarkFailedObjective(gdiObjective2) end)
|
|
|
|
Trigger.OnAllKilled(nodInBaseTeam, BridgeheadSecured)
|
|
end
|
|
|
|
Tick = function()
|
|
if player.HasNoRequiredUnits() then
|
|
enemy.MarkCompletedObjective(nodObjective)
|
|
end
|
|
if enemy.HasNoRequiredUnits() then
|
|
player.MarkCompletedObjective(gdiObjective1)
|
|
end
|
|
end
|