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>
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103
mods/cnc/maps/nod03b/nod03b.lua
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103
mods/cnc/maps/nod03b/nod03b.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" }
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Engineers = { "e6", "e6", "e6" }
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FirstAttackWaveUnits = { "e1", "e1", "e2" }
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SecondAttackWaveUnits = { "e1", "e1", "e1" }
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ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
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GDIBase = { Base1, Base2, Base3, Base4, Base5, Base6, Base7 }
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Humvees = { Humvee1, Humvee2 }
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HumveeFootprint = { CPos.New(22,26), CPos.New(23,26), CPos.New(24,26), CPos.New(34,25), CPos.New(35,25) }
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SendAttackWave = function(units, action)
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Reinforcements.Reinforce(GDI, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action)
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end
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FirstAttackWave = function(soldier)
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soldier.AttackMove(WP2.Location)
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soldier.AttackMove(WP3.Location)
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soldier.AttackMove(WP4.Location)
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soldier.AttackMove(PlayerBase.Location)
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end
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SecondAttackWave = function(soldier)
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soldier.AttackMove(WP5.Location)
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soldier.AttackMove(WP6.Location)
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soldier.AttackMove(WP7.Location)
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soldier.AttackMove(WP9.Location)
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soldier.AttackMove(PlayerBase.Location)
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end
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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InitObjectives(Nod)
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CapturePrison = AddPrimaryObjective(Nod, "capture-prison")
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DestroyGDI = AddSecondaryObjective(Nod, "destroy-gdi-forces")
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Trigger.OnKilled(TechCenter, function()
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Nod.MarkFailedObjective(CapturePrison)
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end)
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Trigger.OnCapture(TechCenter, function()
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Nod.MarkCompletedObjective(CapturePrison)
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end)
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end)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvDeploy.Location })
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Reinforcements.Reinforce(Nod, NodUnits, { NodEntry.Location, NodRallypoint.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, Engineers, { McvEntry.Location, PlayerBase.Location })
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end)
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Trigger.AfterDelay(DateTime.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end)
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Trigger.AfterDelay(DateTime.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end)
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Trigger.AfterDelay(DateTime.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end)
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local humveeTriggered
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Trigger.OnEnteredFootprint(HumveeFootprint, function(actor, id)
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if actor.Owner == Nod and not humveeTriggered then
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Trigger.RemoveFootprintTrigger(id)
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humveeTriggered = true
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Utils.Do(Humvees, function(a)
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if not a.IsDead then
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IdleHunt(a)
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end
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end)
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end
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end)
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Trigger.OnAnyKilled(GDIBase, function()
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if not BaseAttacked then
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BaseAttacked = true
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Utils.Do(GDI.GetGroundAttackers(), function(unit)
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IdleHunt(unit)
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end)
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end
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end)
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end
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Tick = function()
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if DateTime.GameTime > 2 then
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if Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(CapturePrison)
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end
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(DestroyGDI)
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end
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end
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end
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