226 lines
7.6 KiB
Lua
226 lines
7.6 KiB
Lua
WaypointGroup1 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint6, waypoint10 }
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WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint6, waypoint7, waypoint8, waypoint9, waypoint10 }
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WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 }
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WaypointGroup4 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
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WaypointGroup5 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint6, waypoint7, waypoint8, waypoint9, waypoint11 }
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GDI1 = { units = { ['e1'] = 2, ['e2'] = 2 }, waypoints = WaypointGroup3, delay = 80 }
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GDI2 = { units = { ['e2'] = 3, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 10 }
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GDI3 = { units = { ['e1'] = 2, ['e3'] = 3 }, waypoints = WaypointGroup1, delay = 30 }
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GDI4 = { units = { ['jeep'] = 2 }, waypoints = WaypointGroup3, delay = 45 }
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GDI5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 10 }
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Auto1 = { units = { ['e1'] = 2, ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup4, delay = 25 }
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Auto2 = { units = { ['e2'] = 2, ['jeep'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
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Auto3 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 30 }
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Auto4 = { units = { ['e1'] = 2, ['mtnk'] = 1 }, waypoints = WaypointGroup2, delay = 30 }
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Auto5 = { units = { ['e3'] = 2, ['jeep'] = 1 }, waypoints = WaypointGroup1, delay = 30 }
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AutoAttackWaves = { GDI1, GDI2, GDI3, GDI4, GDI5, Auto1, Auto2, Auto3, Auto4, Auto5 }
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NodBase = { NodCYard, NodNuke, NodHand }
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Outpost = { OutpostCYard, OutpostProc }
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IntroReinforcements = { "e1", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" }
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IntroGuards = { Actor89, Actor137, Actor123, Actor124, Actor135, Actor136 }
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OutpostGuards = { Actor91, Actor108, Actor109, Actor110, Actor111, Actor112, Actor113, Actor122 }
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NodBaseTrigger = { CPos.New(52, 52), CPos.New(52, 53), CPos.New(52, 54), CPos.New(52, 55), CPos.New(52, 56), CPos.New(52, 57), CPos.New(52, 58), CPos.New(52, 59), CPos.New(52, 60), CPos.New(55, 54) }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
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NodBaseCapture = function()
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nodBaseTrigger = true
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player.MarkCompletedObjective(NodObjective1)
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Utils.Do(NodBase, function(actor)
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actor.Owner = player
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end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "NewOptions")
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end)
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end
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searches = 0
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getAirstrikeTarget = function()
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local list = player.GetGroundAttackers()
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if #list == 0 then
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return
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end
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local target = list[DateTime.GameTime % #list + 1].CenterPosition
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if searches < 6 then
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searches = searches + 1
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return getAirstrikeTarget()
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else
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searches = 0
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return target
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end
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end
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--Provide the player with a helicopter until the outpost got captured
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SendHelicopter = function()
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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if not outpostCaptured then
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Media.PlaySpeechNotification(player, "Reinforce")
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TransportHelicopter = Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ReinforcementsHelicopterSpawn.Location, waypoint15.Location })[1]
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Trigger.OnKilled(TransportHelicopter, function()
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SendHelicopter()
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end)
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end
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end)
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end
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SendAttackWave = function(team)
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for type, amount in pairs(team.units) do
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count = 0
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actors = enemy.GetActorsByType(type)
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Utils.Do(actors, function(actor)
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if actor.IsIdle and count < amount then
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SetAttackWaypoints(actor, team.waypoints)
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IdleHunt(actor)
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count = count + 1
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end
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end)
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end
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end
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SetAttackWaypoints = function(actor, waypoints)
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if not actor.IsDead then
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Utils.Do(waypoints, function(waypoint)
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actor.AttackMove(waypoint.Location)
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end)
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end
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end
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SendGDIAirstrike = function(hq, delay)
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if not hq.IsDead and hq.Owner == enemy then
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local target = getAirstrikeTarget()
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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end
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end
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end
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SendWaves = function(counter, Waves)
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if counter <= #Waves then
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local team = Waves[counter]
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SendAttackWave(team)
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Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
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end
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end
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StartWaves = function()
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SendWaves(1, AutoAttackWaves)
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end
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Trigger.OnAllKilled(IntroGuards, function()
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FlareCamera = Actor.Create("camera", true, { Owner = player, Location = waypoint25.Location })
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Flare = Actor.Create("flare", true, { Owner = player, Location = waypoint25.Location })
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SendHelicopter()
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player.MarkCompletedObjective(NodObjective1)
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NodBaseCapture()
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end)
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Trigger.OnAllKilledOrCaptured(Outpost, function()
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if not outpostCaptured then
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outpostCaptured = true
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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if not GDIHQ.IsDead and (not NodHand.IsDead or not NodNuke.IsDead) then
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local airstrikeproxy = Actor.Create("airstrike.proxy", false, { Owner = enemy })
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airstrikeproxy.SendAirstrike(AirstrikeTarget.CenterPosition, false, Facing.NorthEast + 4)
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airstrikeproxy.Destroy()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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Utils.Do(OutpostGuards, function(unit)
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IdleHunt(unit)
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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FlareCamera.Kill()
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Flare.Destroy()
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end)
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player.MarkCompletedObjective(NodObjective2)
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Trigger.AfterDelay(DateTime.Minutes(1), function() StartWaves() end)
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Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
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end
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end)
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Trigger.OnCapture(OutpostCYard, function()
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Trigger.AfterDelay(DateTime.Seconds(4), function()
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Media.PlaySpeechNotification(player, "NewOptions")
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end)
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end)
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Trigger.OnAnyKilled(Outpost, function()
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if not outpostCaptured then
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player.MarkFailedObjective(NodObjective2)
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end
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end)
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Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
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if not nodBaseTrigger and a.Owner == player then
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NodBaseCapture()
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end
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end)
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WorldLoaded = function()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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Camera.Position = waypoint26.CenterPosition
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran.in', IntroReinforcements, { ReinforcementsHelicopterSpawn.Location, ReinforcementsHelicopterRally.Location }, { ReinforcementsHelicopterSpawn.Location }, nil, nil)
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StartAI(GDICYard)
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AutoGuard(IntroGuards)
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AutoGuard(OutpostGuards)
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Trigger.OnObjectiveAdded(player, 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(player, 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(player, 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(player, function()
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Media.PlaySpeechNotification(player, "Win")
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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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end)
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NodObjective1 = player.AddPrimaryObjective("Locate the Nod base.")
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NodObjective2 = player.AddPrimaryObjective("Capture the GDI outpost.")
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NodObjective3 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
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GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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end
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Tick = function()
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if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(GDIObjective)
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end
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if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(NodObjective3)
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end
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end
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