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/nod07b/map.bin
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mods/cnc/maps/nod07b/map.bin
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mods/cnc/maps/nod07b/map.ftl
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9
mods/cnc/maps/nod07b/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.
|
||||
BIN
mods/cnc/maps/nod07b/map.png
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mods/cnc/maps/nod07b/map.png
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After Width: | Height: | Size: 34 KiB |
960
mods/cnc/maps/nod07b/map.yaml
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960
mods/cnc/maps/nod07b/map.yaml
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@@ -0,0 +1,960 @@
|
||||
MapFormat: 12
|
||||
|
||||
RequiresMod: cnc
|
||||
|
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Title: 07b: Sick and Dying
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|
||||
Author: Westwood Studios
|
||||
|
||||
Tileset: DESERT
|
||||
|
||||
MapSize: 64,64
|
||||
|
||||
Bounds: 5,5,54,54
|
||||
|
||||
Visibility: MissionSelector
|
||||
|
||||
Categories: Campaign
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||||
|
||||
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
|
||||
PlayerReference@Civilians:
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||||
Name: Civilians
|
||||
NonCombatant: True
|
||||
Faction: gdi
|
||||
Allies: GDI
|
||||
Enemies: Nod
|
||||
Bot: campaign
|
||||
PlayerReference@Nod:
|
||||
Name: Nod
|
||||
Faction: nod
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||||
AllowBots: False
|
||||
Playable: True
|
||||
Required: True
|
||||
LockFaction: True
|
||||
LockColor: True
|
||||
Color: FE1100
|
||||
LockSpawn: True
|
||||
LockTeam: True
|
||||
Enemies: GDI, Civilians
|
||||
|
||||
Actors:
|
||||
Actor0: brik
|
||||
Location: 49,49
|
||||
Owner: GDI
|
||||
Actor1: brik
|
||||
Location: 48,49
|
||||
Owner: GDI
|
||||
Actor2: brik
|
||||
Location: 47,49
|
||||
Owner: GDI
|
||||
Actor3: brik
|
||||
Location: 46,49
|
||||
Owner: GDI
|
||||
Actor4: brik
|
||||
Location: 45,49
|
||||
Owner: GDI
|
||||
Actor5: brik
|
||||
Location: 44,49
|
||||
Owner: GDI
|
||||
Actor6: brik
|
||||
Location: 43,49
|
||||
Owner: GDI
|
||||
Actor7: brik
|
||||
Location: 42,49
|
||||
Owner: GDI
|
||||
Actor8: brik
|
||||
Location: 41,49
|
||||
Owner: GDI
|
||||
Actor9: brik
|
||||
Location: 49,48
|
||||
Owner: GDI
|
||||
Actor10: brik
|
||||
Location: 41,48
|
||||
Owner: GDI
|
||||
Actor11: brik
|
||||
Location: 58,47
|
||||
Owner: GDI
|
||||
Actor12: brik
|
||||
Location: 57,47
|
||||
Owner: GDI
|
||||
Actor13: brik
|
||||
Location: 56,47
|
||||
Owner: GDI
|
||||
Actor14: brik
|
||||
Location: 55,47
|
||||
Owner: GDI
|
||||
Actor15: brik
|
||||
Location: 54,47
|
||||
Owner: GDI
|
||||
Actor16: brik
|
||||
Location: 49,47
|
||||
Owner: GDI
|
||||
Actor17: brik
|
||||
Location: 48,47
|
||||
Owner: GDI
|
||||
Actor18: brik
|
||||
Location: 42,47
|
||||
Owner: GDI
|
||||
Actor19: brik
|
||||
Location: 41,47
|
||||
Owner: GDI
|
||||
Actor20: brik
|
||||
Location: 58,46
|
||||
Owner: GDI
|
||||
Actor21: brik
|
||||
Location: 55,46
|
||||
Owner: GDI
|
||||
Actor22: brik
|
||||
Location: 54,46
|
||||
Owner: GDI
|
||||
Actor23: brik
|
||||
Location: 49,46
|
||||
Owner: GDI
|
||||
Actor24: brik
|
||||
Location: 48,46
|
||||
Owner: GDI
|
||||
Actor25: brik
|
||||
Location: 42,46
|
||||
Owner: GDI
|
||||
Actor26: brik
|
||||
Location: 41,46
|
||||
Owner: GDI
|
||||
Actor27: brik
|
||||
Location: 58,45
|
||||
Owner: GDI
|
||||
Actor28: brik
|
||||
Location: 58,44
|
||||
Owner: GDI
|
||||
Actor29: brik
|
||||
Location: 58,43
|
||||
Owner: GDI
|
||||
Actor30: brik
|
||||
Location: 58,42
|
||||
Owner: GDI
|
||||
Actor31: brik
|
||||
Location: 42,42
|
||||
Owner: GDI
|
||||
Actor32: brik
|
||||
Location: 41,42
|
||||
Owner: GDI
|
||||
Actor33: brik
|
||||
Location: 58,41
|
||||
Owner: GDI
|
||||
Actor34: brik
|
||||
Location: 42,41
|
||||
Owner: GDI
|
||||
Actor35: brik
|
||||
Location: 41,41
|
||||
Owner: GDI
|
||||
Actor36: brik
|
||||
Location: 58,40
|
||||
Owner: GDI
|
||||
Actor37: brik
|
||||
Location: 41,40
|
||||
Owner: GDI
|
||||
Actor38: brik
|
||||
Location: 58,39
|
||||
Owner: GDI
|
||||
Actor39: brik
|
||||
Location: 41,39
|
||||
Owner: GDI
|
||||
Actor40: brik
|
||||
Location: 58,38
|
||||
Owner: GDI
|
||||
Actor41: brik
|
||||
Location: 41,38
|
||||
Owner: GDI
|
||||
Actor42: brik
|
||||
Location: 58,37
|
||||
Owner: GDI
|
||||
Actor43: brik
|
||||
Location: 41,37
|
||||
Owner: GDI
|
||||
Actor44: brik
|
||||
Location: 58,36
|
||||
Owner: GDI
|
||||
Actor45: brik
|
||||
Location: 48,36
|
||||
Owner: GDI
|
||||
Actor46: brik
|
||||
Location: 47,36
|
||||
Owner: GDI
|
||||
Actor47: brik
|
||||
Location: 44,36
|
||||
Owner: GDI
|
||||
Actor48: brik
|
||||
Location: 43,36
|
||||
Owner: GDI
|
||||
Actor49: brik
|
||||
Location: 41,36
|
||||
Owner: GDI
|
||||
Actor50: brik
|
||||
Location: 58,35
|
||||
Owner: GDI
|
||||
Actor51: brik
|
||||
Location: 57,35
|
||||
Owner: GDI
|
||||
Actor52: brik
|
||||
Location: 56,35
|
||||
Owner: GDI
|
||||
Actor53: brik
|
||||
Location: 55,35
|
||||
Owner: GDI
|
||||
Actor54: brik
|
||||
Location: 54,35
|
||||
Owner: GDI
|
||||
Actor55: brik
|
||||
Location: 53,35
|
||||
Owner: GDI
|
||||
Actor56: brik
|
||||
Location: 52,35
|
||||
Owner: GDI
|
||||
Actor57: brik
|
||||
Location: 51,35
|
||||
Owner: GDI
|
||||
Actor58: brik
|
||||
Location: 50,35
|
||||
Owner: GDI
|
||||
Actor59: brik
|
||||
Location: 49,35
|
||||
Owner: GDI
|
||||
Actor60: brik
|
||||
Location: 48,35
|
||||
Owner: GDI
|
||||
Actor61: brik
|
||||
Location: 47,35
|
||||
Owner: GDI
|
||||
Actor62: brik
|
||||
Location: 44,35
|
||||
Owner: GDI
|
||||
Actor63: brik
|
||||
Location: 43,35
|
||||
Owner: GDI
|
||||
Actor64: brik
|
||||
Location: 42,35
|
||||
Owner: GDI
|
||||
Actor65: brik
|
||||
Location: 41,35
|
||||
Owner: GDI
|
||||
Actor66: cycl
|
||||
Location: 53,21
|
||||
Owner: Civilians
|
||||
Actor67: cycl
|
||||
Location: 52,21
|
||||
Owner: Civilians
|
||||
Actor68: cycl
|
||||
Location: 51,21
|
||||
Owner: Civilians
|
||||
Actor69: cycl
|
||||
Location: 50,21
|
||||
Owner: Civilians
|
||||
Actor70: cycl
|
||||
Location: 49,21
|
||||
Owner: Civilians
|
||||
Actor71: cycl
|
||||
Location: 48,21
|
||||
Owner: Civilians
|
||||
Actor72: cycl
|
||||
Location: 47,21
|
||||
Owner: Civilians
|
||||
Actor73: cycl
|
||||
Location: 53,20
|
||||
Owner: Civilians
|
||||
Actor74: cycl
|
||||
Location: 51,20
|
||||
Owner: Civilians
|
||||
Actor75: cycl
|
||||
Location: 49,20
|
||||
Owner: Civilians
|
||||
Actor76: cycl
|
||||
Location: 47,20
|
||||
Owner: Civilians
|
||||
Actor77: cycl
|
||||
Location: 47,19
|
||||
Owner: Civilians
|
||||
Actor78: cycl
|
||||
Location: 53,18
|
||||
Owner: Civilians
|
||||
Actor79: cycl
|
||||
Location: 51,18
|
||||
Owner: Civilians
|
||||
Actor80: cycl
|
||||
Location: 49,18
|
||||
Owner: Civilians
|
||||
Actor81: cycl
|
||||
Location: 47,18
|
||||
Owner: Civilians
|
||||
Actor82: cycl
|
||||
Location: 53,17
|
||||
Owner: Civilians
|
||||
Actor83: cycl
|
||||
Location: 52,17
|
||||
Owner: Civilians
|
||||
Actor84: cycl
|
||||
Location: 51,17
|
||||
Owner: Civilians
|
||||
Actor85: cycl
|
||||
Location: 50,17
|
||||
Owner: Civilians
|
||||
Actor86: cycl
|
||||
Location: 49,17
|
||||
Owner: Civilians
|
||||
Actor87: cycl
|
||||
Location: 48,17
|
||||
Owner: Civilians
|
||||
Actor88: cycl
|
||||
Location: 47,17
|
||||
Owner: Civilians
|
||||
Actor89: t18
|
||||
Location: 47,33
|
||||
Owner: Neutral
|
||||
Actor90: t08
|
||||
Location: 44,34
|
||||
Owner: Neutral
|
||||
Actor91: t08
|
||||
Location: 45,54
|
||||
Owner: Neutral
|
||||
Actor92: t08
|
||||
Location: 32,54
|
||||
Owner: Neutral
|
||||
Actor93: t18
|
||||
Location: 30,53
|
||||
Owner: Neutral
|
||||
Actor94: t18
|
||||
Location: 17,51
|
||||
Owner: Neutral
|
||||
Actor95: t08
|
||||
Location: 45,30
|
||||
Owner: Neutral
|
||||
Actor96: t08
|
||||
Location: 41,28
|
||||
Owner: Neutral
|
||||
Actor97: t18
|
||||
Location: 39,27
|
||||
Owner: Neutral
|
||||
Actor98: t18
|
||||
Location: 40,22
|
||||
Owner: Neutral
|
||||
Actor99: t18
|
||||
Location: 49,47
|
||||
Owner: Neutral
|
||||
Actor100: t18
|
||||
Location: 37,41
|
||||
Owner: Neutral
|
||||
Actor101: t18
|
||||
Location: 8,49
|
||||
Owner: Neutral
|
||||
Actor102: t18
|
||||
Location: 23,37
|
||||
Owner: Neutral
|
||||
Actor103: t08
|
||||
Location: 11,20
|
||||
Owner: Neutral
|
||||
Actor104: t08
|
||||
Location: 9,28
|
||||
Owner: Neutral
|
||||
Actor105: t08
|
||||
Location: 8,36
|
||||
Owner: Neutral
|
||||
Actor106: t08
|
||||
Location: 24,28
|
||||
Owner: Neutral
|
||||
Actor107: t08
|
||||
Location: 27,26
|
||||
Owner: Neutral
|
||||
Actor108: t08
|
||||
Location: 23,27
|
||||
Owner: Neutral
|
||||
Actor109: t08
|
||||
Location: 26,16
|
||||
Owner: Neutral
|
||||
Actor110: t08
|
||||
Location: 20,18
|
||||
Owner: Neutral
|
||||
Actor111: t08
|
||||
Location: 33,10
|
||||
Owner: Neutral
|
||||
Actor112: t08
|
||||
Location: 37,17
|
||||
Owner: Neutral
|
||||
Actor113: rock1
|
||||
Location: 37,15
|
||||
Owner: Neutral
|
||||
Actor114: t18
|
||||
Location: 54,30
|
||||
Owner: Neutral
|
||||
Actor115: t18
|
||||
Location: 57,27
|
||||
Owner: Neutral
|
||||
Actor116: t08
|
||||
Location: 55,27
|
||||
Owner: Neutral
|
||||
Actor117: t18
|
||||
Location: 48,25
|
||||
Owner: Neutral
|
||||
Actor134: v24
|
||||
Location: 30,5
|
||||
Owner: Civilians
|
||||
Health: 22
|
||||
Actor135: v27
|
||||
Location: 43,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor136: v24
|
||||
Location: 41,24
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor137: v24
|
||||
Location: 43,26
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor138: v27
|
||||
Location: 42,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor139: v27
|
||||
Location: 41,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor140: v27
|
||||
Location: 40,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor141: v27
|
||||
Location: 39,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor142: v26
|
||||
Location: 36,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor143: v25
|
||||
Location: 40,20
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor144: v21
|
||||
Location: 47,24
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor145: v20
|
||||
Location: 42,29
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor146: v22
|
||||
Location: 45,28
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor147: v23
|
||||
Location: 40,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor148: v26
|
||||
Location: 47,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor149: v28
|
||||
Location: 47,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor150: v28
|
||||
Location: 48,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor151: v28
|
||||
Location: 49,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor152: v29
|
||||
Location: 52,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor153: v30
|
||||
Location: 50,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor154: v31
|
||||
Location: 56,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor155: v32
|
||||
Location: 55,24
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor156: v33
|
||||
Location: 57,25
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor157: v34
|
||||
Location: 58,26
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor158: v35
|
||||
Location: 57,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor159: v36
|
||||
Location: 56,26
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor160: v29
|
||||
Location: 49,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor161: v29
|
||||
Location: 50,27
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor162: arco
|
||||
Location: 45,20
|
||||
Owner: Civilians
|
||||
Health: 98
|
||||
Actor163: v19
|
||||
Location: 48,18
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor164: v19
|
||||
Location: 52,18
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor165: v19
|
||||
Location: 50,20
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor166: v19
|
||||
Location: 50,18
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor167: v19
|
||||
Location: 48,20
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor168: v19
|
||||
Location: 52,20
|
||||
Owner: Neutral
|
||||
Health: 99
|
||||
Actor169: v30
|
||||
Location: 43,23
|
||||
Owner: Civilians
|
||||
Health: 99
|
||||
Actor171: hosp
|
||||
Location: 55,28
|
||||
Owner: GDI
|
||||
Actor172: mtnk
|
||||
Location: 51,40
|
||||
Owner: GDI
|
||||
Actor173: jeep
|
||||
Location: 17,31
|
||||
Owner: GDI
|
||||
Facing: 896
|
||||
Actor174: mtnk
|
||||
Location: 21,36
|
||||
Owner: GDI
|
||||
Facing: 896
|
||||
Actor175: mtnk
|
||||
Location: 42,52
|
||||
Owner: GDI
|
||||
Facing: 640
|
||||
Actor176: jeep
|
||||
Location: 14,26
|
||||
Owner: GDI
|
||||
Facing: 128
|
||||
Actor177: mtnk
|
||||
Location: 50,47
|
||||
Owner: GDI
|
||||
Facing: 384
|
||||
Actor188: mtnk
|
||||
Location: 51,53
|
||||
Owner: GDI
|
||||
Facing: 640
|
||||
Actor189: mtnk
|
||||
Location: 24,26
|
||||
Owner: GDI
|
||||
Facing: 896
|
||||
Actor190: mtnk
|
||||
Location: 29,36
|
||||
Owner: GDI
|
||||
Facing: 512
|
||||
Actor191: mtnk
|
||||
Location: 27,36
|
||||
Owner: GDI
|
||||
Facing: 512
|
||||
Actor192: jeep
|
||||
Location: 8,38
|
||||
Owner: GDI
|
||||
Health: 97
|
||||
Actor193: jeep
|
||||
Location: 8,29
|
||||
Owner: GDI
|
||||
Actor195: e2
|
||||
Location: 56,42
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor196: e2
|
||||
Location: 57,42
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor197: e2
|
||||
Location: 57,46
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor198: e2
|
||||
Location: 51,35
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor199: e2
|
||||
Location: 43,40
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor200: e1
|
||||
Location: 42,40
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor201: e1
|
||||
Location: 44,39
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor202: e1
|
||||
Location: 56,46
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor203: e1
|
||||
Location: 43,41
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor204: e2
|
||||
Location: 24,56
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor205: e2
|
||||
Location: 24,57
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor206: e1
|
||||
Location: 14,48
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor207: e1
|
||||
Location: 14,48
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor208: e1
|
||||
Location: 15,48
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor209: e3
|
||||
Location: 10,28
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor210: e3
|
||||
Location: 5,31
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor211: e3
|
||||
Location: 13,40
|
||||
Owner: GDI
|
||||
Health: 83
|
||||
Facing: 896
|
||||
SubCell: 4
|
||||
Actor212: e3
|
||||
Location: 13,42
|
||||
Owner: GDI
|
||||
Facing: 768
|
||||
SubCell: 4
|
||||
Actor213: e2
|
||||
Location: 11,37
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor214: e2
|
||||
Location: 7,30
|
||||
Owner: GDI
|
||||
SubCell: 2
|
||||
Actor221: c1
|
||||
Location: 35,24
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
SubCell: 0
|
||||
Actor222: c2
|
||||
Location: 40,24
|
||||
Owner: Civilians
|
||||
Facing: 640
|
||||
SubCell: 2
|
||||
Actor223: c3
|
||||
Location: 36,25
|
||||
Owner: Civilians
|
||||
Facing: 896
|
||||
SubCell: 2
|
||||
Actor224: c4
|
||||
Location: 41,26
|
||||
Owner: Civilians
|
||||
Facing: 256
|
||||
SubCell: 3
|
||||
Actor225: c5
|
||||
Location: 44,25
|
||||
Owner: Civilians
|
||||
SubCell: 1
|
||||
Actor226: c6
|
||||
Location: 42,28
|
||||
Owner: Civilians
|
||||
Facing: 256
|
||||
SubCell: 2
|
||||
Actor227: c7
|
||||
Location: 38,26
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
Facing: 896
|
||||
SubCell: 0
|
||||
Actor228: c8
|
||||
Location: 40,26
|
||||
Owner: Civilians
|
||||
Facing: 128
|
||||
SubCell: 3
|
||||
Actor229: c9
|
||||
Location: 36,22
|
||||
Owner: Civilians
|
||||
Facing: 256
|
||||
SubCell: 2
|
||||
Actor230: c1
|
||||
Location: 44,24
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
Facing: 256
|
||||
SubCell: 2
|
||||
Actor231: c2
|
||||
Location: 36,26
|
||||
Owner: Civilians
|
||||
Facing: 256
|
||||
SubCell: 1
|
||||
Actor232: c3
|
||||
Location: 51,26
|
||||
Owner: Civilians
|
||||
Facing: 512
|
||||
SubCell: 2
|
||||
Actor233: c4
|
||||
Location: 55,23
|
||||
Owner: Civilians
|
||||
Facing: 128
|
||||
SubCell: 3
|
||||
Actor234: c5
|
||||
Location: 57,26
|
||||
Owner: Civilians
|
||||
Facing: 640
|
||||
SubCell: 1
|
||||
Actor235: c6
|
||||
Location: 48,26
|
||||
Owner: Civilians
|
||||
Facing: 256
|
||||
SubCell: 3
|
||||
Actor236: c7
|
||||
Location: 42,22
|
||||
Owner: Civilians
|
||||
Facing: 640
|
||||
SubCell: 2
|
||||
Actor237: c8
|
||||
Location: 46,30
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
Facing: 512
|
||||
SubCell: 1
|
||||
Actor238: c9
|
||||
Location: 39,29
|
||||
Owner: Civilians
|
||||
Health: 19
|
||||
SubCell: 3
|
||||
Actor239: e2
|
||||
Location: 13,40
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor240: e2
|
||||
Location: 9,37
|
||||
Owner: GDI
|
||||
Health: 87
|
||||
SubCell: 4
|
||||
Actor241: e2
|
||||
Location: 13,39
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
Actor242: e2
|
||||
Location: 15,55
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor243: e2
|
||||
Location: 16,55
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor244: e1
|
||||
Location: 13,53
|
||||
Owner: GDI
|
||||
SubCell: 0
|
||||
Actor245: e1
|
||||
Location: 14,54
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor246: e1
|
||||
Location: 15,53
|
||||
Owner: GDI
|
||||
SubCell: 1
|
||||
Actor247: e2
|
||||
Location: 30,29
|
||||
Owner: GDI
|
||||
SubCell: 4
|
||||
Actor248: e2
|
||||
Location: 29,27
|
||||
Owner: GDI
|
||||
SubCell: 3
|
||||
waypoint27: waypoint
|
||||
Location: 32,32
|
||||
Owner: Neutral
|
||||
waypoint26: waypoint
|
||||
Location: 5,5
|
||||
Owner: Neutral
|
||||
waypoint15: waypoint
|
||||
Location: 57,52
|
||||
Owner: Neutral
|
||||
waypoint14: waypoint
|
||||
Location: 6,16
|
||||
Owner: Neutral
|
||||
waypoint13: waypoint
|
||||
Location: 28,28
|
||||
Owner: Neutral
|
||||
waypoint12: waypoint
|
||||
Location: 34,35
|
||||
Owner: Neutral
|
||||
waypoint11: waypoint
|
||||
Location: 8,43
|
||||
Owner: Neutral
|
||||
waypoint10: waypoint
|
||||
Location: 15,56
|
||||
Owner: Neutral
|
||||
waypoint9: waypoint
|
||||
Location: 26,54
|
||||
Owner: Neutral
|
||||
waypoint8: waypoint
|
||||
Location: 16,21
|
||||
Owner: Neutral
|
||||
waypoint7: waypoint
|
||||
Location: 6,22
|
||||
Owner: Neutral
|
||||
waypoint6: waypoint
|
||||
Location: 6,30
|
||||
Owner: Neutral
|
||||
waypoint5: waypoint
|
||||
Location: 11,30
|
||||
Owner: Neutral
|
||||
waypoint4: waypoint
|
||||
Location: 20,35
|
||||
Owner: Neutral
|
||||
waypoint3: waypoint
|
||||
Location: 29,48
|
||||
Owner: Neutral
|
||||
waypoint2: waypoint
|
||||
Location: 36,48
|
||||
Owner: Neutral
|
||||
waypoint1: waypoint
|
||||
Location: 36,45
|
||||
Owner: Neutral
|
||||
waypoint0: waypoint
|
||||
Location: 46,43
|
||||
Owner: Neutral
|
||||
GDIBuilding1: gtwr
|
||||
Location: 40,42
|
||||
Owner: GDI
|
||||
GDIBuilding2: gtwr
|
||||
Location: 49,50
|
||||
Owner: GDI
|
||||
GDIBuilding3: gtwr
|
||||
Location: 54,48
|
||||
Owner: GDI
|
||||
GDIBuilding4: nuke
|
||||
Location: 57,29
|
||||
Owner: GDI
|
||||
GDIBuilding5: gtwr
|
||||
Location: 40,46
|
||||
Owner: GDI
|
||||
GDIBuilding6: silo
|
||||
Location: 44,45
|
||||
Owner: GDI
|
||||
GDIBuilding7: silo
|
||||
Location: 46,45
|
||||
Owner: GDI
|
||||
GDIBuilding8: silo
|
||||
Location: 46,47
|
||||
Owner: GDI
|
||||
GDIBuilding9: silo
|
||||
Location: 44,47
|
||||
Owner: GDI
|
||||
GDICYard: fact
|
||||
Location: 55,43
|
||||
Owner: GDI
|
||||
GDIHarvester: harv
|
||||
Location: 46,38
|
||||
Owner: GDI
|
||||
GDIHQ: hq
|
||||
Location: 42,36
|
||||
Owner: GDI
|
||||
GDINuke1: nuke
|
||||
Location: 52,36
|
||||
Owner: GDI
|
||||
GDINuke2: nuke
|
||||
Location: 54,36
|
||||
Owner: GDI
|
||||
GDINuke3: nuke
|
||||
Location: 56,36
|
||||
Owner: GDI
|
||||
GDIProc: proc
|
||||
Location: 49,36
|
||||
Owner: GDI
|
||||
FreeActor: False
|
||||
GDIPyle: pyle
|
||||
Location: 52,39
|
||||
Owner: GDI
|
||||
GDIWeap: weap
|
||||
Location: 55,39
|
||||
Owner: GDI
|
||||
ReinforcementsBikesRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 8,11
|
||||
ReinforcementsBuggyRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,11
|
||||
ReinforcementsGDISpawn: waypoint
|
||||
Owner: Neutral
|
||||
Location: 39,5
|
||||
ReinforcementsGunnersRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 8,9
|
||||
ReinforcementsMCVRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 10,10
|
||||
ReinforcementsRocketsRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,9
|
||||
ReinforcementsTanksRally: waypoint
|
||||
Owner: Neutral
|
||||
Location: 10,8
|
||||
ReinforcementsSpawnCenter: waypoint
|
||||
Owner: Neutral
|
||||
Location: 10,5
|
||||
ReinforcementsSpawnLeft: waypoint
|
||||
Owner: Neutral
|
||||
Location: 8,5
|
||||
ReinforcementsSpawnRight: waypoint
|
||||
Owner: Neutral
|
||||
Location: 12,5
|
||||
|
||||
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
|
||||
|
||||
FluentMessages: cnc|fluent/lua.ftl, cnc|fluent/campaign.ftl, map.ftl
|
||||
164
mods/cnc/maps/nod07b/nod07b-AI.lua
Normal file
164
mods/cnc/maps/nod07b/nod07b-AI.lua
Normal file
@@ -0,0 +1,164 @@
|
||||
--[[
|
||||
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, GDIBuilding9 }
|
||||
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(49, 36), cost = 1500 }
|
||||
BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500 }
|
||||
BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500 }
|
||||
BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500 }
|
||||
InfantryProduction = { type = "pyle", pos = CPos.New(52, 39), cost = 500 }
|
||||
VehicleProduction = { type = "weap", pos = CPos.New(55, 39), 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.OnAllKilledOrCaptured(GDIBase, function()
|
||||
Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
|
||||
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(building)
|
||||
BuildBuilding(VehicleProduction, GDICYard)
|
||||
end)
|
||||
191
mods/cnc/maps/nod07b/nod07b.lua
Normal file
191
mods/cnc/maps/nod07b/nod07b.lua
Normal file
@@ -0,0 +1,191 @@
|
||||
--[[
|
||||
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.
|
||||
]]
|
||||
|
||||
WaypointGroup1 = { waypoint0, waypoint15 }
|
||||
WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 }
|
||||
WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 }
|
||||
WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 }
|
||||
|
||||
GDI1 = { units = { "e2", "e2", "e6", "e6", "e6" }, waypoints = WaypointGroup4, delay = 40 }
|
||||
GDI2 = { units = { "e1", "e2" }, waypoints = WaypointGroup3, delay = 40 }
|
||||
GDI3 = { units = { "e2", "e3", "jeep" }, waypoints = WaypointGroup2, delay = 40 }
|
||||
GDI4 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 40 }
|
||||
GDI5 = { units = { "e1", "e2" }, waypoints = WaypointGroup2, delay = 40 }
|
||||
GDI6 = { units = { "e2", "e2", "e2", "e2", "e2" }, waypoints = WaypointGroup1, delay = 40 }
|
||||
Auto1 = { units = { "e1", "e1", "e1", "e2", "e2" }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto2 = { units = { "e1", "e2", "e2" }, waypoints = WaypointGroup2, delay = 40 }
|
||||
Auto3 = { units = { "e1", "e3", "e3" }, waypoints = WaypointGroup2, delay = 40 }
|
||||
Auto4 = { units = { "e2", "e2", "e3", "e3" }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto5 = { units = { "jeep" }, waypoints = WaypointGroup2, delay = 50 }
|
||||
Auto6 = { units = { "jeep" }, waypoints = WaypointGroup3, delay = 40 }
|
||||
Auto7 = { units = { "mtnk" }, waypoints = WaypointGroup2, delay = 50 }
|
||||
Auto8 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 30 }
|
||||
|
||||
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10)
|
||||
|
||||
AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
|
||||
WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" }
|
||||
|
||||
NodUnitsTanks = { "ltnk", "ltnk", "ltnk" }
|
||||
NodUnitsBikes = { "bike", "bike", "bike" }
|
||||
NodUnitsBuggys = { "bggy", "bggy", "bggy" }
|
||||
NodUnitsRockets = { "e3", "e3", "e3" }
|
||||
NodUnitsGunners = { "e1", "e1", "e1" }
|
||||
|
||||
Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) }
|
||||
Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) }
|
||||
Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) }
|
||||
Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) }
|
||||
|
||||
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, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1)
|
||||
Reinforcements.Reinforce(Nod, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50)
|
||||
Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50)
|
||||
Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(6), function()
|
||||
Reinforcements.Reinforce(Nod, { "mcv" }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location })
|
||||
Reinforcements.Reinforce(Nod, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50)
|
||||
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]
|
||||
SendAttackWave(team)
|
||||
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(Atk1, function(a, id)
|
||||
if not Atk1Triggered and a.Owner == Nod then
|
||||
Atk1Triggered = true
|
||||
SendAttackWave(GDI5)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk2, function(a, id)
|
||||
if not Atk2Triggered and a.Owner == Nod then
|
||||
Atk2Triggered = true
|
||||
SendAttackWave(GDI4)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk3, function(a, id)
|
||||
if not Atk3Triggered and a.Owner == Nod then
|
||||
Atk3Triggered = true
|
||||
SendAttackWave(GDI6)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint(Atk4, function(a, id)
|
||||
if not Atk4Triggered and a.Owner == Nod then
|
||||
Atk4Triggered = true
|
||||
SendReinforcementsWave(GDI1)
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
end
|
||||
end)
|
||||
|
||||
WorldLoaded = function()
|
||||
Nod = Player.GetPlayer("Nod")
|
||||
GDI = Player.GetPlayer("GDI")
|
||||
Camera.Position = waypoint26.CenterPosition
|
||||
|
||||
InsertNodUnits()
|
||||
StartAI()
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end)
|
||||
Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end)
|
||||
|
||||
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
|
||||
Trigger.OnPlayerDiscovered(GDI, function() SendWaves(1, AutoAttackWaves) end)
|
||||
|
||||
InitObjectives(Nod)
|
||||
|
||||
EliminateGDI = AddPrimaryObjective(Nod, "eliminate-gdi-forces")
|
||||
local buildSAMs = UserInterface.GetFluentMessage("build-sams", { ["sams"] = SamSiteGoal })
|
||||
BuildSAMs = AddSecondaryObjective(Nod, buildSAMs)
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
|
||||
Nod.MarkFailedObjective(EliminateGDI)
|
||||
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
|
||||
128
mods/cnc/maps/nod07b/rules.yaml
Normal file
128
mods/cnc/maps/nod07b/rules.yaml
Normal file
@@ -0,0 +1,128 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: campaign.lua, utils.lua, nod07b.lua, nod07b-AI.lua
|
||||
MusicPlaylist:
|
||||
StartingMusic: justdoit
|
||||
VictoryMusic: nod_win1
|
||||
MissionData:
|
||||
Briefing: briefing
|
||||
BriefingVideo: nod7a.vqa
|
||||
StartVideo: tankgo.vqa
|
||||
LossVideo: visor.vqa
|
||||
SmudgeLayer@CRATER:
|
||||
InitialSmudges:
|
||||
9,12: cr1,0
|
||||
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 4000
|
||||
|
||||
^Bridge:
|
||||
DamageMultiplier@INVULNERABLE:
|
||||
Modifier: 0
|
||||
|
||||
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
|
||||
|
||||
HARV:
|
||||
Harvester:
|
||||
SearchFromProcRadius: 45
|
||||
SearchFromHarvesterRadius: 45
|
||||
|
||||
MTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~weap
|
||||
|
||||
HTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
RMBO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
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
|
||||
|
||||
HQ:
|
||||
AirstrikePower:
|
||||
Prerequisites: gdi
|
||||
SquadSize: 1
|
||||
Reference in New Issue
Block a user