Files
OpenRA/mods/cnc/maps/nod03a/nod03a.lua
2014-12-18 18:59:42 +01:00

68 lines
2.3 KiB
Lua

NodUnits = { "bike", "e3", "e1", "bggy", "e1", "e3", "bike", "bggy" }
FirstAttackWave = { "e1", "e1", "e1", "e2", }
SecondThirdAttackWave = { "e1", "e1", "e2", }
SendAttackWave = function(units, spawnPoint)
Reinforcements.Reinforce(enemy, units, { spawnPoint }, DateTime.Seconds(1), function(actor)
actor.AttackMove(PlayerBase.Location)
end)
end
InsertNodUnits = function()
Reinforcements.Reinforce(player, NodUnits, { NodEntry.Location, NodRallyPoint.Location })
Trigger.AfterDelay(DateTime.Seconds(9), function()
Reinforcements.Reinforce(player, { "mcv" }, { NodEntry.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")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
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.OnCapture(TechCenter, function()
Trigger.AfterDelay(DateTime.Seconds(2), function()
player.MarkCompletedObjective(nodObjective1)
end)
end)
Trigger.OnKilled(TechCenter, function()
player.MarkFailedObjective(nodObjective1)
end)
InsertNodUnits()
Trigger.AfterDelay(DateTime.Seconds(20), function() SendAttackWave(FirstAttackWave, AttackWaveSpawnA.Location) end)
Trigger.AfterDelay(DateTime.Seconds(50), function() SendAttackWave(SecondThirdAttackWave, AttackWaveSpawnB.Location) end)
Trigger.AfterDelay(DateTime.Seconds(100), function() SendAttackWave(SecondThirdAttackWave, AttackWaveSpawnC.Location) end)
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(gdiObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(nodObjective2)
end
end