95 lines
2.9 KiB
Lua
95 lines
2.9 KiB
Lua
InfantryReinforcements = { "e1", "e1", "e1" }
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VehicleReinforcements = { "jeep" }
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NodPatrol = { "e1", "e1" }
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SendNodPatrol = function()
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Reinforcements.Reinforce(enemy, NodPatrol, { nod0.Location, nod1.Location }, 15, function(soldier)
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soldier.AttackMove(nod2.Location)
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soldier.Move(nod3.Location)
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soldier.Hunt()
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end)
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end
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SetGunboatPath = function(gunboat)
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gunboat.AttackMove(gunboatLeft.Location)
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gunboat.AttackMove(gunboatRight.Location)
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end
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Reinforce = function(units)
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, "oldlst", units, { lstStart.Location, lstEnd.Location }, { lstStart.Location })
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end
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triggerAdded = false
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CheckForBase = function()
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baseBuildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
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return actor.Type == "fact" or actor.Type == "pyle" or actor.Type == "nuke"
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end)
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Utils.Do(baseBuildings, function(building)
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if not triggerAdded and building.Type == "fact" then
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Trigger.OnRemovedFromWorld(building, function()
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player.MarkFailedObjective(gdiObjective2)
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end)
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triggerAdded = true
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end
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end)
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return #baseBuildings >= 3
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end
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WorldLoaded = function()
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Media.PlayMovieFullscreen("gdi1.vqa", function() Media.PlayMovieFullscreen("landing.vqa") end)
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player = Player.GetPlayer("GDI")
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enemy = Player.GetPlayer("Nod")
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nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops")
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gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
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gdiObjective2 = player.AddSecondaryObjective("Establish a beachhead")
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Trigger.OnObjectiveCompleted(player, function() Media.DisplayMessage("Objective completed") end)
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Trigger.OnObjectiveFailed(player, function() Media.DisplayMessage("Objective failed") end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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Trigger.AfterDelay(25, function()
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Media.PlayMovieFullscreen("consyard.vqa")
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end)
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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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Trigger.AfterDelay(25, function()
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Media.PlayMovieFullscreen("gameover.vqa")
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end)
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end)
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Trigger.OnIdle(Gunboat, function() SetGunboatPath(Gunboat) end)
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SendNodPatrol()
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Trigger.AfterDelay(Utils.Seconds(5), function() Reinforce(InfantryReinforcements) end)
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Trigger.AfterDelay(Utils.Seconds(15), function() Reinforce(InfantryReinforcements) end)
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Trigger.AfterDelay(Utils.Seconds(30), function() Reinforce(VehicleReinforcements) end)
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Trigger.AfterDelay(Utils.Seconds(60), function() Reinforce(VehicleReinforcements) end)
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end
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tick = 0
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baseEstablished = false
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Tick = function()
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tick = tick + 1
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if enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(gdiObjective1)
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end
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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 not baseEstablished and tick % Utils.Seconds(1) == 0 and CheckForBase() then
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baseEstablished = true
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player.MarkCompletedObjective(gdiObjective2)
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end
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end
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