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:
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mods/cnc/maps/nod07a/map.bin
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mods/cnc/maps/nod07a/map.bin
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mods/cnc/maps/nod07a/map.ftl
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9
mods/cnc/maps/nod07a/map.ftl
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||||
## rules.yaml
|
||||
briefing =
|
||||
The Brotherhood has located a huge field of Tiberium in the area.
|
||||
|
||||
The nearby village has laid claim to the field.
|
||||
|
||||
Eliminate the villagers, to prevent any risk of infection to our workers.
|
||||
|
||||
GDI forces are reported to be minimal, so their elimination is of secondary importance.
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mods/cnc/maps/nod07a/map.png
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mods/cnc/maps/nod07a/map.png
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After Width: | Height: | Size: 34 KiB |
603
mods/cnc/maps/nod07a/map.yaml
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603
mods/cnc/maps/nod07a/map.yaml
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@@ -0,0 +1,603 @@
|
||||
MapFormat: 12
|
||||
|
||||
RequiresMod: cnc
|
||||
|
||||
Title: 07a: Sick and Dying
|
||||
|
||||
Author: Westwood Studios
|
||||
|
||||
Tileset: DESERT
|
||||
|
||||
MapSize: 64,64
|
||||
|
||||
Bounds: 2,6,58,55
|
||||
|
||||
Visibility: MissionSelector
|
||||
|
||||
Categories: Campaign
|
||||
|
||||
LockPreview: True
|
||||
|
||||
Players:
|
||||
PlayerReference@GDI:
|
||||
Name: GDI
|
||||
Faction: gdi
|
||||
Color: F5D378
|
||||
Allies: Civilians
|
||||
Enemies: Nod
|
||||
Bot: campaign
|
||||
PlayerReference@Neutral:
|
||||
Name: Neutral
|
||||
OwnsWorld: True
|
||||
NonCombatant: True
|
||||
Faction: gdi
|
||||
Bot: campaign
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||||
PlayerReference@Civilians:
|
||||
Name: Civilians
|
||||
NonCombatant: True
|
||||
Faction: gdi
|
||||
Allies: GDI
|
||||
Enemies: Nod
|
||||
Bot: campaign
|
||||
PlayerReference@Nod:
|
||||
Name: Nod
|
||||
Faction: nod
|
||||
AllowBots: False
|
||||
Playable: True
|
||||
Required: True
|
||||
LockFaction: True
|
||||
LockColor: True
|
||||
Color: FE1100
|
||||
LockSpawn: True
|
||||
LockTeam: True
|
||||
Enemies: GDI, Civilians
|
||||
PlayerReference@NodBase:
|
||||
Name: NodBase
|
||||
Faction: nod
|
||||
Color: FE1100
|
||||
Bot: campaign
|
||||
|
||||
Actors:
|
||||
Actor0: cycl
|
||||
Location: 30,60
|
||||
Owner: GDI
|
||||
Actor1: cycl
|
||||
Location: 29,60
|
||||
Owner: GDI
|
||||
Actor2: cycl
|
||||
Location: 28,60
|
||||
Owner: GDI
|
||||
Actor3: cycl
|
||||
Location: 27,60
|
||||
Owner: GDI
|
||||
Actor4: cycl
|
||||
Location: 26,60
|
||||
Owner: GDI
|
||||
Actor5: cycl
|
||||
Location: 25,60
|
||||
Owner: GDI
|
||||
Actor6: cycl
|
||||
Location: 24,60
|
||||
Owner: GDI
|
||||
Actor7: cycl
|
||||
Location: 23,60
|
||||
Owner: GDI
|
||||
Actor8: cycl
|
||||
Location: 22,60
|
||||
Owner: GDI
|
||||
Actor9: cycl
|
||||
Location: 21,60
|
||||
Owner: GDI
|
||||
Actor10: cycl
|
||||
Location: 20,60
|
||||
Owner: GDI
|
||||
Actor11: cycl
|
||||
Location: 19,60
|
||||
Owner: GDI
|
||||
Actor12: cycl
|
||||
Location: 18,60
|
||||
Owner: GDI
|
||||
Actor13: cycl
|
||||
Location: 17,60
|
||||
Owner: GDI
|
||||
Actor14: cycl
|
||||
Location: 16,60
|
||||
Owner: GDI
|
||||
Actor15: cycl
|
||||
Location: 15,60
|
||||
Owner: GDI
|
||||
Actor16: cycl
|
||||
Location: 14,60
|
||||
Owner: GDI
|
||||
Actor17: cycl
|
||||
Location: 13,60
|
||||
Owner: GDI
|
||||
Actor18: cycl
|
||||
Location: 12,60
|
||||
Owner: GDI
|
||||
Actor19: cycl
|
||||
Location: 11,60
|
||||
Owner: GDI
|
||||
Actor20: cycl
|
||||
Location: 30,59
|
||||
Owner: GDI
|
||||
Actor21: cycl
|
||||
Location: 11,59
|
||||
Owner: GDI
|
||||
Actor22: cycl
|
||||
Location: 30,58
|
||||
Owner: GDI
|
||||
Actor23: cycl
|
||||
Location: 11,58
|
||||
Owner: GDI
|
||||
Actor24: cycl
|
||||
Location: 30,57
|
||||
Owner: GDI
|
||||
Actor25: cycl
|
||||
Location: 11,57
|
||||
Owner: GDI
|
||||
Actor26: cycl
|
||||
Location: 30,56
|
||||
Owner: GDI
|
||||
Actor27: cycl
|
||||
Location: 30,55
|
||||
Owner: GDI
|
||||
Actor28: cycl
|
||||
Location: 30,54
|
||||
Owner: GDI
|
||||
Actor29: cycl
|
||||
Location: 30,53
|
||||
Owner: GDI
|
||||
Actor30: cycl
|
||||
Location: 11,53
|
||||
Owner: GDI
|
||||
Actor31: cycl
|
||||
Location: 30,52
|
||||
Owner: GDI
|
||||
Actor32: cycl
|
||||
Location: 11,52
|
||||
Owner: GDI
|
||||
Actor33: cycl
|
||||
Location: 30,51
|
||||
Owner: GDI
|
||||
Actor34: cycl
|
||||
Location: 11,51
|
||||
Owner: GDI
|
||||
Actor35: cycl
|
||||
Location: 30,50
|
||||
Owner: GDI
|
||||
Actor36: cycl
|
||||
Location: 29,50
|
||||
Owner: GDI
|
||||
Actor37: cycl
|
||||
Location: 28,50
|
||||
Owner: GDI
|
||||
Actor38: cycl
|
||||
Location: 27,50
|
||||
Owner: GDI
|
||||
Actor39: cycl
|
||||
Location: 26,50
|
||||
Owner: GDI
|
||||
Actor40: cycl
|
||||
Location: 25,50
|
||||
Owner: GDI
|
||||
Actor41: cycl
|
||||
Location: 24,50
|
||||
Owner: GDI
|
||||
Actor42: cycl
|
||||
Location: 23,50
|
||||
Owner: GDI
|
||||
Actor43: cycl
|
||||
Location: 22,50
|
||||
Owner: GDI
|
||||
Actor44: cycl
|
||||
Location: 21,50
|
||||
Owner: GDI
|
||||
Actor45: cycl
|
||||
Location: 20,50
|
||||
Owner: GDI
|
||||
Actor46: cycl
|
||||
Location: 19,50
|
||||
Owner: GDI
|
||||
Actor47: cycl
|
||||
Location: 18,50
|
||||
Owner: GDI
|
||||
Actor48: cycl
|
||||
Location: 12,50
|
||||
Owner: GDI
|
||||
Actor49: cycl
|
||||
Location: 11,50
|
||||
Owner: GDI
|
||||
Actor50: t18
|
||||
Location: 44,41
|
||||
Owner: Neutral
|
||||
Actor51: t08
|
||||
Location: 16,47
|
||||
Owner: Neutral
|
||||
Actor52: t08
|
||||
Location: 3,47
|
||||
Owner: Neutral
|
||||
Actor53: t08
|
||||
Location: 49,42
|
||||
Owner: Neutral
|
||||
Actor54: t08
|
||||
Location: 44,54
|
||||
Owner: Neutral
|
||||
Actor55: t08
|
||||
Location: 46,55
|
||||
Owner: Neutral
|
||||
Actor56: t08
|
||||
Location: 29,19
|
||||
Owner: Neutral
|
||||
Actor57: t18
|
||||
Location: 15,20
|
||||
Owner: Neutral
|
||||
Actor58: t18
|
||||
Location: 13,43
|
||||
Owner: Neutral
|
||||
Actor59: t18
|
||||
Location: 8,46
|
||||
Owner: Neutral
|
||||
Actor60: t18
|
||||
Location: 16,48
|
||||
Owner: Neutral
|
||||
Actor61: t08
|
||||
Location: 3,23
|
||||
Owner: Neutral
|
||||
Actor62: t08
|
||||
Location: 6,22
|
||||
Owner: Neutral
|
||||
Actor63: t08
|
||||
Location: 17,28
|
||||
Owner: Neutral
|
||||
Actor64: t08
|
||||
Location: 22,16
|
||||
Owner: Neutral
|
||||
Actor80: hosp
|
||||
Location: 4,49
|
||||
Owner: GDI
|
||||
Actor82: v20
|
||||
Location: 17,42
|
||||
Owner: Civilians
|
||||
Actor83: v21
|
||||
Location: 19,43
|
||||
Owner: Civilians
|
||||
Actor84: v22
|
||||
Location: 16,46
|
||||
Owner: Civilians
|
||||
Actor85: v23
|
||||
Location: 17,47
|
||||
Owner: Civilians
|
||||
Actor86: v24
|
||||
Location: 12,43
|
||||
Owner: Civilians
|
||||
Actor87: v27
|
||||
Location: 11,47
|
||||
Owner: Civilians
|
||||
Actor88: v27
|
||||
Location: 9,48
|
||||
Owner: Civilians
|
||||
Actor89: v28
|
||||
Location: 8,48
|
||||
Owner: Civilians
|
||||
Actor90: v29
|
||||
Location: 14,43
|
||||
Owner: Civilians
|
||||
Actor91: v30
|
||||
Location: 16,48
|
||||
Owner: Civilians
|
||||
Actor92: v28
|
||||
Location: 9,46
|
||||
Owner: Civilians
|
||||
Actor93: v29
|
||||
Location: 10,47
|
||||
Owner: Civilians
|
||||
Actor94: v33
|
||||
Location: 54,53
|
||||
Owner: Civilians
|
||||
Actor95: v35
|
||||
Location: 53,53
|
||||
Owner: Civilians
|
||||
Actor96: v36
|
||||
Location: 43,53
|
||||
Owner: Civilians
|
||||
Actor97: v32
|
||||
Location: 42,54
|
||||
Owner: Civilians
|
||||
Actor98: v31
|
||||
Location: 45,54
|
||||
Owner: Civilians
|
||||
Actor99: v30
|
||||
Location: 44,55
|
||||
Owner: Civilians
|
||||
Actor100: v29
|
||||
Location: 42,53
|
||||
Owner: Civilians
|
||||
Actor101: v28
|
||||
Location: 47,55
|
||||
Owner: Civilians
|
||||
Actor102: v26
|
||||
Location: 47,54
|
||||
Owner: Civilians
|
||||
Actor106: v25
|
||||
Location: 14,47
|
||||
Owner: Civilians
|
||||
Actor107: jeep
|
||||
Location: 17,59
|
||||
Owner: GDI
|
||||
Actor108: jeep
|
||||
Location: 29,53
|
||||
Owner: GDI
|
||||
Actor109: mtnk
|
||||
Location: 28,59
|
||||
Owner: GDI
|
||||
Actor110: mtnk
|
||||
Location: 12,59
|
||||
Owner: GDI
|
||||
Actor111: mtnk
|
||||
Location: 13,59
|
||||
Owner: GDI
|
||||
Actor115: mtnk
|
||||
Location: 18,28
|
||||
Owner: GDI
|
||||
Facing: 128
|
||||
Actor116: mtnk
|
||||
Location: 17,21
|
||||
Owner: GDI
|
||||
Facing: 384
|
||||
Actor117: e2
|
||||
Location: 20,52
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor118: e2
|
||||
Location: 13,53
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor119: e2
|
||||
Location: 12,52
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor120: e1
|
||||
Location: 21,52
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor121: e1
|
||||
Location: 13,52
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor122: e1
|
||||
Location: 20,51
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor123: e2
|
||||
Location: 8,45
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor124: e2
|
||||
Location: 9,50
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor125: e2
|
||||
Location: 9,45
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor126: c6
|
||||
Location: 18,51
|
||||
Owner: Civilians
|
||||
Facing: 128
|
||||
SubCell: 4
|
||||
Actor127: c5
|
||||
Location: 10,48
|
||||
Owner: Civilians
|
||||
Facing: 896
|
||||
SubCell: 0
|
||||
Actor142: c8
|
||||
Location: 48,52
|
||||
Owner: Civilians
|
||||
Facing: 896
|
||||
SubCell: 4
|
||||
Actor143: c4
|
||||
Location: 52,57
|
||||
Owner: Civilians
|
||||
Facing: 128
|
||||
SubCell: 1
|
||||
Actor144: c3
|
||||
Location: 11,46
|
||||
Owner: Civilians
|
||||
SubCell: 4
|
||||
Actor145: c9
|
||||
Location: 15,44
|
||||
Owner: Civilians
|
||||
Facing: 256
|
||||
SubCell: 0
|
||||
Actor146: e2
|
||||
Location: 12,57
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor147: e2
|
||||
Location: 13,57
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor148: e2
|
||||
Location: 12,57
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor149: e2
|
||||
Location: 13,57
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
waypoint27: waypoint
|
||||
Location: 32,35
|
||||
Owner: Neutral
|
||||
waypoint26: waypoint
|
||||
Location: 47,35
|
||||
Owner: Neutral
|
||||
waypoint24: waypoint
|
||||
Location: 52,15
|
||||
Owner: Neutral
|
||||
waypoint25: waypoint
|
||||
Location: 54,14
|
||||
Owner: Neutral
|
||||
waypoint14: waypoint
|
||||
Location: 13,47
|
||||
Owner: Neutral
|
||||
waypoint13: waypoint
|
||||
Location: 52,8
|
||||
Owner: Neutral
|
||||
waypoint12: waypoint
|
||||
Location: 14,8
|
||||
Owner: Neutral
|
||||
waypoint11: waypoint
|
||||
Location: 9,24
|
||||
Owner: Neutral
|
||||
waypoint10: waypoint
|
||||
Location: 22,25
|
||||
Owner: Neutral
|
||||
waypoint9: waypoint
|
||||
Location: 31,19
|
||||
Owner: Neutral
|
||||
waypoint8: waypoint
|
||||
Location: 53,21
|
||||
Owner: Neutral
|
||||
waypoint7: waypoint
|
||||
Location: 58,27
|
||||
Owner: Neutral
|
||||
waypoint6: waypoint
|
||||
Location: 39,25
|
||||
Owner: Neutral
|
||||
waypoint5: waypoint
|
||||
Location: 35,40
|
||||
Owner: Neutral
|
||||
waypoint4: waypoint
|
||||
Location: 22,32
|
||||
Owner: Neutral
|
||||
waypoint3: waypoint
|
||||
Location: 9,44
|
||||
Owner: Neutral
|
||||
waypoint2: waypoint
|
||||
Location: 7,50
|
||||
Owner: Neutral
|
||||
waypoint1: waypoint
|
||||
Location: 9,54
|
||||
Owner: Neutral
|
||||
waypoint0: waypoint
|
||||
Location: 15,54
|
||||
Owner: Neutral
|
||||
AttackPath1: waypoint
|
||||
Owner: Neutral
|
||||
Location: 26,25
|
||||
AttackPath2: waypoint
|
||||
Owner: Neutral
|
||||
Location: 37,33
|
||||
GDIBuilding1: gtwr
|
||||
Location: 10,53
|
||||
Owner: GDI
|
||||
GDIBuilding2: gtwr
|
||||
Location: 13,50
|
||||
Owner: GDI
|
||||
GDIBuilding3: gtwr
|
||||
Location: 17,50
|
||||
Owner: GDI
|
||||
GDIBuilding4: gtwr
|
||||
Location: 10,57
|
||||
Owner: GDI
|
||||
GDIBuilding5: nuke
|
||||
Location: 2,48
|
||||
Owner: GDI
|
||||
GDIBuilding6: silo
|
||||
Location: 25,51
|
||||
Owner: GDI
|
||||
GDIBuilding7: silo
|
||||
Location: 14,58
|
||||
Owner: GDI
|
||||
GDIBuilding8: silo
|
||||
Location: 25,53
|
||||
Owner: GDI
|
||||
GDICYard: fact
|
||||
Location: 22,57
|
||||
Owner: GDI
|
||||
GDIHarvester: harv
|
||||
Location: 13,55
|
||||
Owner: GDI
|
||||
Facing: 768
|
||||
GDIHQ: hq
|
||||
Location: 20,57
|
||||
Owner: GDI
|
||||
GDINuke1: nuke
|
||||
Location: 16,56
|
||||
Owner: GDI
|
||||
GDINuke2: nuke
|
||||
Location: 18,57
|
||||
Owner: GDI
|
||||
GDINuke3: nuke
|
||||
Location: 27,51
|
||||
Owner: GDI
|
||||
GDIPyle: pyle
|
||||
Location: 18,54
|
||||
Owner: GDI
|
||||
GDIProc: proc
|
||||
Location: 22,51
|
||||
Owner: GDI
|
||||
FreeActor: False
|
||||
GDISearchTopLeft: waypoint
|
||||
Owner: Neutral
|
||||
Location: 11,50
|
||||
GDISearchBottomRight: waypoint
|
||||
Owner: Neutral
|
||||
Location: 30,60
|
||||
GDIWeap: weap
|
||||
Location: 27,55
|
||||
Owner: GDI
|
||||
NodBuilding1: fact
|
||||
Location: 54,11
|
||||
Owner: NodBase
|
||||
Health: 46
|
||||
NodBuilding2: proc
|
||||
Location: 51,11
|
||||
Owner: NodBase
|
||||
Health: 45
|
||||
FreeActor: False
|
||||
NodBuilding3: nuke
|
||||
Location: 55,14
|
||||
Owner: NodBase
|
||||
Health: 47
|
||||
NodHarvester: harv
|
||||
Owner: NodBase
|
||||
Location: 46,31
|
||||
Facing: 368
|
||||
ReinforcementsBottomSpawn: waypoint
|
||||
Owner: Neutral
|
||||
Location: 59,41
|
||||
ReinforcementsEngineersRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 52,40
|
||||
ReinforcementsFlamersRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 54,39
|
||||
ReinforcementsGDISpawn: waypoint
|
||||
Owner: Neutral
|
||||
Location: 8,6
|
||||
ReinforcementsGunnersRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 54,41
|
||||
ReinforcementsHelicopterSpawn: waypoint
|
||||
Owner: Neutral
|
||||
Location: 59,16
|
||||
ReinforcementsRocketsRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 52,41
|
||||
ReinforcementsTank1Rally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 51,40
|
||||
ReinforcementsTank2Rally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 56,40
|
||||
ReinforcementsTopSpawn: waypoint
|
||||
Owner: Neutral
|
||||
Location: 59,38
|
||||
|
||||
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
|
||||
|
||||
Weapons: weapons.yaml
|
||||
|
||||
FluentMessages: cnc|fluent/lua.ftl, cnc|fluent/campaign.ftl, map.ftl
|
||||
159
mods/cnc/maps/nod07a/nod07a-AI.lua
Normal file
159
mods/cnc/maps/nod07a/nod07a-AI.lua
Normal file
@@ -0,0 +1,159 @@
|
||||
--[[
|
||||
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.
|
||||
]]
|
||||
|
||||
AttackPaths = { { AttackPath1 }, { AttackPath2 } }
|
||||
GDIBase = { GDICYard, GDIPyle, GDIWeap, GDIHQ, GDIProc, GDINuke1, GDINuke2, GDINuke3, GDIBuilding1, GDIBuilding2, GDIBuilding3, GDIBuilding4, GDIBuilding5, GDIBuilding6, GDIBuilding7, GDIBuilding8 }
|
||||
InfantryAttackGroup = { }
|
||||
InfantryGroupSize = 4
|
||||
InfantryProductionCooldown = DateTime.Minutes(3)
|
||||
InfantryProductionTypes = { "e1", "e1", "e2" }
|
||||
HarvesterProductionType = { "harv" }
|
||||
VehicleAttackGroup = { }
|
||||
VehicleGroupSize = 4
|
||||
VehicleProductionCooldown = DateTime.Minutes(4)
|
||||
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
|
||||
StartingCash = 4000
|
||||
|
||||
BaseProc = { type = "proc", pos = CPos.New(22, 51), cost = 1500 }
|
||||
BaseNuke1 = { type = "nuke", pos = CPos.New(16, 56), cost = 500 }
|
||||
BaseNuke2 = { type = "nuke", pos = CPos.New(18, 57), cost = 500 }
|
||||
BaseNuke3 = { type = "nuke", pos = CPos.New(27, 51), cost = 500 }
|
||||
InfantryProduction = { type = "pyle", pos = CPos.New(18, 54), cost = 500 }
|
||||
VehicleProduction = { type = "weap", pos = CPos.New(27, 55), cost = 2000 }
|
||||
|
||||
BaseBuildings = { BaseProc, BaseNuke1, BaseNuke2, BaseNuke3, InfantryProduction, VehicleProduction }
|
||||
|
||||
BuildBuilding = function(building, cyard)
|
||||
if CyardIsBuilding or GDI.Cash < building.cost then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBuilding(building, cyard) end)
|
||||
return
|
||||
end
|
||||
|
||||
CyardIsBuilding = true
|
||||
|
||||
GDI.Cash = GDI.Cash - building.cost
|
||||
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
|
||||
CyardIsBuilding = false
|
||||
|
||||
if cyard.IsDead or cyard.Owner ~= GDI then
|
||||
GDI.Cash = GDI.Cash + building.cost
|
||||
return
|
||||
end
|
||||
|
||||
local actor = Actor.Create(building.type, true, { Owner = GDI, Location = building.pos })
|
||||
|
||||
if actor.Type == 'pyle' or actor.Type == 'hand' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(actor) end)
|
||||
elseif actor.Type == 'weap' or actor.Type == 'afld' then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(actor) end)
|
||||
end
|
||||
|
||||
Trigger.OnKilled(actor, function()
|
||||
BuildBuilding(building, cyard)
|
||||
end)
|
||||
|
||||
RepairBuilding(GDI, actor, 0.75)
|
||||
end)
|
||||
end
|
||||
|
||||
CheckForHarvester = function()
|
||||
local harv = GDI.GetActorsByType("harv")
|
||||
return #harv > 0
|
||||
end
|
||||
|
||||
ProduceHarvester = function(building)
|
||||
if not BuildingHarvester then
|
||||
BuildingHarvester = true
|
||||
building.Build(HarvesterProductionType, function()
|
||||
BuildingHarvester = false
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
ProduceInfantry = function(building)
|
||||
if building.IsDead or building.Owner ~= GDI then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
|
||||
return
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
|
||||
local toBuild = { Utils.Random(InfantryProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
InfantryAttackGroup[#InfantryAttackGroup + 1] = unit[1]
|
||||
|
||||
if #InfantryAttackGroup >= InfantryGroupSize then
|
||||
MoveAndHunt(InfantryAttackGroup, Path)
|
||||
InfantryAttackGroup = { }
|
||||
Trigger.AfterDelay(InfantryProductionCooldown, function() ProduceInfantry(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceInfantry(building) end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceVehicle = function(building)
|
||||
if building.IsDead or building.Owner ~= GDI then
|
||||
return
|
||||
elseif not CheckForHarvester() then
|
||||
ProduceHarvester(building)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(building) end)
|
||||
return
|
||||
end
|
||||
|
||||
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
|
||||
local toBuild = { Utils.Random(VehicleProductionTypes) }
|
||||
local Path = Utils.Random(AttackPaths)
|
||||
building.Build(toBuild, function(unit)
|
||||
VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]
|
||||
|
||||
if #VehicleAttackGroup >= VehicleGroupSize then
|
||||
MoveAndHunt(VehicleAttackGroup, Path)
|
||||
VehicleAttackGroup = { }
|
||||
Trigger.AfterDelay(VehicleProductionCooldown, function() ProduceVehicle(building) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay, function() ProduceVehicle(building) end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
StartAI = function()
|
||||
RepairNamedActors(GDI, 0.75)
|
||||
|
||||
GDI.Cash = StartingCash
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
|
||||
end
|
||||
|
||||
Trigger.OnKilled(GDIProc, function()
|
||||
BuildBuilding(BaseProc, GDICYard)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke1, function()
|
||||
BuildBuilding(BaseNuke1, GDICYard)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke2, function()
|
||||
BuildBuilding(BaseNuke2, GDICYard)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDINuke3, function()
|
||||
BuildBuilding(BaseNuke3, GDICYard)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIPyle, function()
|
||||
BuildBuilding(InfantryProduction, GDICYard)
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(GDIWeap, function()
|
||||
BuildBuilding(VehicleProduction, GDICYard)
|
||||
end)
|
||||
199
mods/cnc/maps/nod07a/nod07a.lua
Normal file
199
mods/cnc/maps/nod07a/nod07a.lua
Normal file
@@ -0,0 +1,199 @@
|
||||
--[[
|
||||
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.
|
||||
]]
|
||||
|
||||
GDI1 = { teamType = "atk", units = { "e2", "e2", "e2" }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint14 }, delay = 40 }
|
||||
GDI2 = { teamType = "atk", units = { "mtnk", "mtnk" }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint9 }, delay = 30 }
|
||||
GDI3 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
|
||||
GDI4 = { teamType = "atk", units = { "e1", "e2", "e2" }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 30 }
|
||||
GDI5 = { teamType = "atk", units = { "mtnk" }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 }
|
||||
GDI6 = { teamType = "atk", units = { "mtnk" }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 }
|
||||
GDI7 = { teamType = "atk", units = { "jeep" }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
|
||||
GDI8 = { teamType = "rei", units = { "e2", "e2", "e2", "e6", "e6" }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 }
|
||||
GDI9 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint8 }, delay = 80 }
|
||||
GDI10 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint14 }, delay = 0 }
|
||||
|
||||
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
|
||||
|
||||
AutoAttackWaves = { GDI3, GDI4, GDI5, GDI6, GDI7, GDI8, GDI9, GDI10 }
|
||||
IntroAttackWaves = { GDI1, GDI2 }
|
||||
WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" }
|
||||
|
||||
NodUnitsBikes = { "bike", "bike", "bike" }
|
||||
NodUnitsEngineers = { "e6", "e6" }
|
||||
NodUnitsRockets = { "e3", "e3", "e3", "e3" }
|
||||
NodUnitsGunners = { "e1", "e1", "e1", "e1" }
|
||||
NodUnitsFlamers = { "e4", "e4", "e4", "e4" }
|
||||
ReinforcementsRockets = { "e3", "e3", "e3", "e3", "e3" }
|
||||
|
||||
NodBase = { NodBuilding1, NodBuilding2, NodBuilding3, NodHarvester }
|
||||
|
||||
AbandonedBaseTrigger = { CPos.New(12, 42), CPos.New(11, 42), CPos.New(10, 42), CPos.New(13, 41), CPos.New(12, 41), CPos.New(11, 41), CPos.New(14, 40), CPos.New(13, 40), CPos.New(12, 40), CPos.New(6, 40), CPos.New(5, 40), CPos.New(4, 40), CPos.New(6, 39), CPos.New(5, 39), CPos.New(4, 39), CPos.New(6, 38), CPos.New(5, 38), CPos.New(4, 38) }
|
||||
ReinforcementsTrigger = { CPos.New(35, 23), CPos.New(34, 23), CPos.New(35, 22), CPos.New(34, 22), CPos.New(35, 21), CPos.New(34, 21), CPos.New(35, 20), CPos.New(34, 20), CPos.New(35, 19), CPos.New(34, 19), CPos.New(35, 18), CPos.New(34, 18), CPos.New(35, 17), CPos.New(34, 17), CPos.New(35, 16), CPos.New(34, 16), CPos.New(35, 15), CPos.New(34, 15), CPos.New(35, 14), CPos.New(34, 14), CPos.New(35, 13), CPos.New(34, 13), CPos.New(35, 12), CPos.New(34, 12), CPos.New(47, 11), CPos.New(46, 11), CPos.New(57, 19), CPos.New(56, 19), CPos.New(55, 19), CPos.New(54, 19), CPos.New(53, 19), CPos.New(52, 19), CPos.New(51, 19), CPos.New(50, 19), CPos.New(49, 19), CPos.New(48, 19), CPos.New(47, 19), CPos.New(46, 19), CPos.New(57, 18), CPos.New(56, 18), CPos.New(55, 18), CPos.New(54, 18), CPos.New(53, 18), CPos.New(52, 18), CPos.New(51, 18), CPos.New(50, 18), CPos.New(49, 18), CPos.New(48, 18), CPos.New(47, 18), CPos.New(46, 18), CPos.New(47, 17), CPos.New(46, 17), CPos.New(47, 16), CPos.New(46, 16), CPos.New(47, 15), CPos.New(46, 15), CPos.New(47, 14), CPos.New(46, 14), CPos.New(47, 13), CPos.New(46, 13), CPos.New(47, 12), CPos.New(46, 12) }
|
||||
|
||||
SamSiteGoal = 3
|
||||
|
||||
CaptureStructures = function(actor)
|
||||
for i = 1, #WhitelistedStructures do
|
||||
local structures = Nod.GetActorsByType(WhitelistedStructures[i])
|
||||
if #structures > 0 and not actor.IsDead and not structures[1].IsDead then
|
||||
actor.Capture(structures[1])
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
CheckForSams = function()
|
||||
local sams = Nod.GetActorsByType("sam")
|
||||
return #sams >= SamSiteGoal
|
||||
end
|
||||
|
||||
InsertNodUnits = function()
|
||||
Media.PlaySpeechNotification(Nod, "Reinforce")
|
||||
Reinforcements.Reinforce(Nod, { "ltnk" }, { ReinforcementsTopSpawn.Location, ReinforcementsTank1Rally.Location }, 1)
|
||||
Reinforcements.Reinforce(Nod, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10)
|
||||
Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsTopSpawn.Location, ReinforcementsRocketsRally.Location }, 10)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsBottomSpawn.Location, ReinforcementsGunnersRally.Location }, 10)
|
||||
Reinforcements.Reinforce(Nod, NodUnitsFlamers, { ReinforcementsTopSpawn.Location, ReinforcementsFlamersRally.Location }, 10)
|
||||
Reinforcements.Reinforce(Nod, { "ltnk" }, { ReinforcementsBottomSpawn.Location, ReinforcementsTank2Rally.Location }, 10)
|
||||
end)
|
||||
end
|
||||
|
||||
SendAttackWave = function(team)
|
||||
Utils.Do(team.units, function(unitType)
|
||||
local actors = Utils.Where(GDI.GetActorsByType(unitType), function(unit) return unit.IsIdle end)
|
||||
MoveAndHunt(Utils.Take(1, actors), team.waypoints)
|
||||
end)
|
||||
end
|
||||
|
||||
SendGDIAirstrike = function(hq, delay)
|
||||
if not hq.IsDead and hq.Owner == GDI then
|
||||
local target = GetAirstrikeTarget(Nod)
|
||||
|
||||
if target then
|
||||
hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
|
||||
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
|
||||
else
|
||||
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SendWaves = function(counter, Waves)
|
||||
if counter <= #Waves then
|
||||
local team = Waves[counter]
|
||||
if team.teamType == "atk" then
|
||||
SendAttackWave(team)
|
||||
elseif team.teamType == "rei" then
|
||||
SendReinforcementsWave(team)
|
||||
end
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
|
||||
end
|
||||
end
|
||||
|
||||
SendReinforcementsWave = function(team)
|
||||
Reinforcements.ReinforceWithTransport(GDI, "apc", team.units, { ReinforcementsGDISpawn.Location, waypoint12.Location }, nil, function(transport, passengers)
|
||||
Utils.Do(team.waypoints, function(waypoint)
|
||||
transport.Move(waypoint.Location)
|
||||
end)
|
||||
|
||||
transport.UnloadPassengers()
|
||||
Trigger.OnPassengerExited(transport, function(_, passenger)
|
||||
if passenger.Type == "e6" then
|
||||
Trigger.OnIdle(passenger, CaptureStructures)
|
||||
else
|
||||
IdleHunt(passenger)
|
||||
end
|
||||
|
||||
if not transport.HasPassengers then
|
||||
IdleHunt(transport)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id)
|
||||
if not AbandonedBaseTriggered and a.Owner == Nod then
|
||||
AbandonedBaseTriggered = true
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
|
||||
FlareCamera = Actor.Create("camera", true, { Owner = Nod, Location = waypoint25.Location })
|
||||
Flare = Actor.Create("flare", true, { Owner = Nod, Location = waypoint25.Location })
|
||||
|
||||
Utils.Do(NodBase, function(actor)
|
||||
if not actor.IsDead then
|
||||
actor.Owner = Nod
|
||||
end
|
||||
end)
|
||||
|
||||
Nod.MarkCompletedObjective(FindBase)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
Media.PlaySpeechNotification(Nod, "NewOptions")
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id)
|
||||
if not ReinforcementsTriggered and a.Owner == Nod and a.Type ~= "harv" then
|
||||
ReinforcementsTriggered = true
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
Media.PlaySpeechNotification(Nod, "Reinforce")
|
||||
Reinforcements.ReinforceWithTransport(Nod, "tran.in", ReinforcementsRockets, { ReinforcementsHelicopterSpawn.Location, waypoint24.Location }, { ReinforcementsHelicopterSpawn.Location })
|
||||
end)
|
||||
|
||||
SendWaves(1, IntroAttackWaves)
|
||||
|
||||
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), function() SendWaves(1, AutoAttackWaves) end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), function()
|
||||
Flare.Destroy()
|
||||
FlareCamera.Destroy()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
WorldLoaded = function()
|
||||
Nod = Player.GetPlayer("Nod")
|
||||
GDI = Player.GetPlayer("GDI")
|
||||
Camera.Position = waypoint26.CenterPosition
|
||||
|
||||
InsertNodUnits()
|
||||
StartAI()
|
||||
|
||||
InitObjectives(Nod)
|
||||
|
||||
FindBase = AddPrimaryObjective(Nod, "find-nod-base")
|
||||
EliminateGDI = AddPrimaryObjective(Nod, "eliminate-gdi-forces")
|
||||
local buildSAMs = UserInterface.GetFluentMessage("build-sams", { ["sams"] = SamSiteGoal })
|
||||
BuildSAMs = AddPrimaryObjective(Nod, buildSAMs)
|
||||
GDIObjective = AddPrimaryObjective(GDI, "")
|
||||
|
||||
Trigger.OnKilled(GDIProc, function()
|
||||
Actor.Create("moneycrate", true, { Owner = GDI, Location = CPos.New(24, 54) })
|
||||
end)
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
|
||||
GDI.MarkCompletedObjective(GDIObjective)
|
||||
end
|
||||
|
||||
if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then
|
||||
Nod.MarkCompletedObjective(EliminateGDI)
|
||||
end
|
||||
|
||||
if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams() then
|
||||
Nod.MarkCompletedObjective(BuildSAMs)
|
||||
end
|
||||
end
|
||||
144
mods/cnc/maps/nod07a/rules.yaml
Normal file
144
mods/cnc/maps/nod07a/rules.yaml
Normal file
@@ -0,0 +1,144 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: campaign.lua, utils.lua, nod07a.lua, nod07a-AI.lua
|
||||
MusicPlaylist:
|
||||
StartingMusic: justdoit
|
||||
VictoryMusic: nod_win1
|
||||
MissionData:
|
||||
Briefing: briefing
|
||||
BriefingVideo: nod7a.vqa
|
||||
StartVideo: tankgo.vqa
|
||||
LossVideo: visor.vqa
|
||||
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 1000
|
||||
|
||||
^Bridge:
|
||||
DamageMultiplier@INVULNERABLE:
|
||||
Modifier: 0
|
||||
|
||||
^CivBuilding:
|
||||
Targetable:
|
||||
TargetTypes: Ground, C4, Structure, NoAutoTarget
|
||||
|
||||
CYCL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
NUK2:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
BRIK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
EYE:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
GUN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
OBLI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TMPL:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E2:
|
||||
Buildable:
|
||||
Prerequisites: ~pyle
|
||||
|
||||
E5:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E6:
|
||||
-RepairsBridges:
|
||||
|
||||
HARV:
|
||||
Harvester:
|
||||
SearchFromProcRadius: 45
|
||||
SearchFromHarvesterRadius: 45
|
||||
|
||||
HTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
RMBO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~weap
|
||||
|
||||
FTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MLRS:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ATWR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HELI:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
STNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ARTY:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FIX:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SBAG:
|
||||
Buildable:
|
||||
Queue: Support.GDI, Support.Nod
|
||||
|
||||
GTWR:
|
||||
Buildable:
|
||||
Queue: Support.GDI
|
||||
Armament:
|
||||
Weapon: HighV.in
|
||||
|
||||
HQ:
|
||||
AirstrikePower:
|
||||
Prerequisites: gdi
|
||||
SquadSize: 1
|
||||
|
||||
TRAN.IN:
|
||||
Inherits: TRAN
|
||||
RejectsOrders:
|
||||
-Selectable:
|
||||
RenderSprites:
|
||||
Image: TRAN
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
Interactable:
|
||||
3
mods/cnc/maps/nod07a/weapons.yaml
Normal file
3
mods/cnc/maps/nod07a/weapons.yaml
Normal file
@@ -0,0 +1,3 @@
|
||||
HighV.IN:
|
||||
Inherits: HighV
|
||||
Range: 4c0
|
||||
Reference in New Issue
Block a user