160 lines
4.8 KiB
Lua
160 lines
4.8 KiB
Lua
AutoTrigger = { CPos.New(51, 47), CPos.New(52, 47), CPos.New(53, 47), CPos.New(54, 47) }
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GDIHeliTrigger = { CPos.New(27, 55), CPos.New(27, 56), CPos.New(28, 56), CPos.New(28, 57), CPos.New(28, 58), CPos.New(28, 59)}
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Nod1Units = { "e1", "e1", "e3", "e3" }
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Auto1Units = { "e1", "e1", "e3" }
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KillsUntilReinforcements = 12
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HeliDelay = { 83, 137, 211 }
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GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
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GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
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NodHelis = {
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{ delay = DateTime.Seconds(HeliDelay[1]), entry = { NodHeliEntry.Location, NodHeliLZ1.Location }, types = { "e1", "e1", "e3" } },
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{ delay = DateTime.Seconds(HeliDelay[2]), entry = { NodHeliEntry.Location, NodHeliLZ2.Location }, types = { "e1", "e1", "e1", "e1" } },
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{ delay = DateTime.Seconds(HeliDelay[3]), entry = { NodHeliEntry.Location, NodHeliLZ3.Location }, types = { "e1", "e1", "e3" } }
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}
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SendHeli = function(heli)
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units = Reinforcements.ReinforceWithTransport(enemy, "tran", heli.types, heli.entry, { heli.entry[1] })
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Utils.Do(units[2], function(actor)
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actor.Hunt()
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Trigger.OnIdle(actor, actor.Hunt)
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Trigger.OnKilled(actor, KillCounter)
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end)
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Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
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end
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SendGDIReinforcements = function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team)
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table.insert(team, apc)
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Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) end)
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Utils.Do(team, function(unit) unit.Stance = "Defend" end)
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end)
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end
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BuildNod1 = function()
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if HandOfNod.IsDead then
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return
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end
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local func = function(team)
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Utils.Do(team, function(actor)
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Trigger.OnIdle(actor, actor.Hunt)
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Trigger.OnKilled(actor, KillCounter)
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end)
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Trigger.OnAllKilled(team, BuildNod1)
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end
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if not HandOfNod.Build(Nod1Units, func) then
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Trigger.AfterDelay(DateTime.Seconds(5), BuildNod1)
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end
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end
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BuildAuto1 = function()
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if HandOfNod.IsDead then
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return
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end
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local func = function(team)
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Utils.Do(team, function(actor)
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Trigger.OnIdle(actor, actor.Hunt)
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Trigger.OnKilled(actor, KillCounter)
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end)
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end
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if not HandOfNod.IsDead and HandOfNod.Build(Auto1Units, func) then
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Trigger.AfterDelay(DateTime.Seconds(5), BuildAuto1)
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end
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end
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kills = 0
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KillCounter = function() kills = kills + 1 end
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ReinforcementsSent = false
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Tick = function()
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enemy.Cash = 1000
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if not ReinforcementsSent and kills >= KillsUntilReinforcements then
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ReinforcementsSent = true
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player.MarkCompletedObjective(reinforcementsObjective)
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SendGDIReinforcements()
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end
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if player.HasNoRequiredUnits() then
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Trigger.AfterDelay(DateTime.Seconds(1), function() player.MarkFailedObjective(gdiObjective) end)
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end
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end
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SetupWorld = function()
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Utils.Do(enemy.GetGroundAttackers(enemy), function(unit)
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Trigger.OnKilled(unit, KillCounter)
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end)
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Utils.Do(player.GetGroundAttackers(), function(unit)
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unit.Stance = "Defend"
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end)
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Hunter1.Hunt()
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Hunter2.Hunt()
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Trigger.OnRemovedFromWorld(crate, function() player.MarkCompletedObjective(gdiObjective) end)
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end
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WorldLoaded = function()
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player = Player.GetPlayer("GDI")
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enemy = Player.GetPlayer("Nod")
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SetupWorld()
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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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gdiObjective = player.AddPrimaryObjective("Retrieve the crate with the stolen rods.")
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reinforcementsObjective = player.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.")
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enemy.AddPrimaryObjective("Defend against the GDI forces.")
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BuildNod1()
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Utils.Do(NodHelis, function(heli)
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Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
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end)
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autoTrigger = false
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Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
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if not autoTrigger and a.Owner == player then
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autoTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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BuildAuto1()
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end
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end)
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gdiHeliTrigger = false
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Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
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if not gdiHeliTrigger and a.Owner == player then
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gdiHeliTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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Reinforcements.ReinforceWithTransport(player, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location })
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end
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end)
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Camera.Position = Actor56.CenterPosition
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end
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