Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
94
mods/cnc/maps/gdi03/gdi03.lua
Normal file
94
mods/cnc/maps/gdi03/gdi03.lua
Normal file
@@ -0,0 +1,94 @@
|
||||
--[[
|
||||
Copyright (c) The OpenRA Developers and Contributors
|
||||
This file is part of OpenRA, which is free software. It is made
|
||||
available to you under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation, either version 3 of
|
||||
the License, or (at your option) any later version. For more
|
||||
information, see COPYING.
|
||||
]]
|
||||
|
||||
SamSites = { Sam1, Sam2, Sam3, Sam4 }
|
||||
Sam4Guards = { Sam4Guard0, Sam4Guard1, Sam4Guard2, Sam4Guard3, Sam4Guard4, HiddenBuggy }
|
||||
NodInfantrySquad = { "e1", "e1", "e1", "e1", "e1" }
|
||||
NodAttackRoutes = { { AttackWaypoint }, { AttackWaypoint }, { AttackRallypoint1, AttackRallypoint2, AttackWaypoint } }
|
||||
InfantryReinforcements = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" }
|
||||
JeepReinforcements = { "jeep", "jeep", "jeep" }
|
||||
|
||||
AttackPlayer = function()
|
||||
if NodBarracks.IsDead or NodBarracks.Owner == GDI then
|
||||
return
|
||||
end
|
||||
|
||||
local after = function(team)
|
||||
local count = 1
|
||||
local route = Utils.Random(NodAttackRoutes)
|
||||
Utils.Do(team, function(actor)
|
||||
Trigger.OnIdle(actor, function()
|
||||
if actor.Location == route[count].Location then
|
||||
if not count == #route then
|
||||
count = count + 1
|
||||
else
|
||||
Trigger.ClearAll(actor)
|
||||
Trigger.AfterDelay(0, function()
|
||||
Trigger.OnIdle(actor, actor.Hunt)
|
||||
end)
|
||||
end
|
||||
else
|
||||
actor.AttackMove(route[count].Location)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end)
|
||||
end
|
||||
|
||||
NodBarracks.Build(NodInfantrySquad, after)
|
||||
end
|
||||
|
||||
SendReinforcements = function()
|
||||
Reinforcements.Reinforce(GDI, JeepReinforcements, { VehicleStart.Location, VehicleStop.Location })
|
||||
Reinforcements.Reinforce(GDI, InfantryReinforcements, { InfantryStart.Location, InfantryStop.Location }, 5)
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
Reinforcements.Reinforce(GDI, { "mcv" }, { VehicleStart.Location, MCVwaypoint.Location })
|
||||
InitialUnitsArrived = true
|
||||
end)
|
||||
Media.PlaySpeechNotification(GDI, "Reinforce")
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
GDI = Player.GetPlayer("GDI")
|
||||
Nod = Player.GetPlayer("Nod")
|
||||
|
||||
InitObjectives(GDI)
|
||||
|
||||
DestroyNod = AddPrimaryObjective(GDI, "eliminate-nod")
|
||||
local airSupportObjective = AddSecondaryObjective(GDI, "destroy-sams")
|
||||
|
||||
Trigger.OnAllKilled(SamSites, function()
|
||||
GDI.MarkCompletedObjective(airSupportObjective)
|
||||
Actor.Create("airstrike.proxy", true, { Owner = GDI })
|
||||
end)
|
||||
|
||||
RepairNamedActors(Nod, 0.25)
|
||||
|
||||
Trigger.OnDamaged(Sam4, function()
|
||||
Utils.Do(Sam4Guards, IdleHunt)
|
||||
end)
|
||||
|
||||
SendReinforcements()
|
||||
|
||||
Camera.Position = MCVwaypoint.CenterPosition
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer)
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if InitialUnitsArrived then
|
||||
if GDI.HasNoRequiredUnits() then
|
||||
GDI.MarkFailedObjective(DestroyNod)
|
||||
end
|
||||
|
||||
if Nod.HasNoRequiredUnits() then
|
||||
GDI.MarkCompletedObjective(DestroyNod)
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user