Initial commit: OpenRA game engine
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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:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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## rules.yaml
briefing =
With the fighting fast approaching Athens, Stavros insists on surveying the damage in his hometown in Greece.
You must escort Stavros through the town to a nearby friendly outpost. Once you reach it, evacuate him to safety.
If anything should happen, get Stavros to safety by any means necessary. He must be kept alive.

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--[[
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.
]]
FootprintTrigger1 = { CPos.New(77, 85), CPos.New(77, 86), CPos.New(77, 87), CPos.New(77, 88) }
Trigger1Rifles = { Rifle1, Rifle2, Rifle3, Rifle4 }
DoomedHeliPath = { DoomedHeliEntry.Location, DoomedHeli.Location }
FootprintTrigger2 = { CPos.New(90, 82), CPos.New(91, 82), CPos.New(93, 82), CPos.New(94, 82), CPos.New(95, 82), CPos.New(96, 82), CPos.New(97, 82), CPos.New(98, 82), CPos.New(99, 82), CPos.New(102, 82) }
Grenadiers = { "e2", "e2", "e2", "e2", "e2" }
FootprintTrigger3 = { CPos.New(88, 77), CPos.New(88, 76), CPos.New(91, 75), CPos.New(92, 75), CPos.New(93, 75), CPos.New(94, 75), CPos.New(95, 75), CPos.New(96, 75), CPos.New(97, 75), CPos.New(98, 75), CPos.New(99, 75), CPos.New(100, 75) }
Trigger3Team = { Gren1, Gren2, Gren3, Gren4, Gren5, VillageMammoth }
FootprintTrigger4 = { CPos.New(94, 60), CPos.New(95, 60), CPos.New(96, 60), CPos.New(97, 60), CPos.New(98, 60), CPos.New(99, 60), CPos.New(100, 60), CPos.New(101, 60), CPos.New(102, 60), CPos.New(103, 60), CPos.New(104, 60) }
CivilianSquad1 = { "c1", "c2", "c3", "c4", "c5" }
CivilianSquad2 = { "c6", "c7", "c8", "c9", "c10" }
FootprintTrigger5 = { CPos.New(99, 53), CPos.New(100, 53), CPos.New(101, 53), CPos.New(102, 53), CPos.New(103, 53), CPos.New(104, 53) }
Trigger5Team = { TeamFive1, TeamFive2, TeamFive3, TeamFive4, TeamFive5, TeamFive6, TeamFive7 }
TentTeam = { "e1", "e1", "e1", "e1", "e3", "e3" }
Doggos = { "dog", "dog", "dog" }
SovietAttackers = { "3tnk", "e2", "e2", "e2", "v2rl" }
MigEntryPath = { BaseAttackersSpawn, GuideSpawn }
FootprintTrigger6 = { CPos.New(81, 57), CPos.New(81, 58), CPos.New(81, 59), CPos.New(81, 60), CPos.New(81, 61) }
FootprintTrigger7 = { CPos.New(73, 58), CPos.New(73, 59), CPos.New(73, 60), CPos.New(73, 61) }
FootprintTrigger8 = { CPos.New(51, 83), CPos.New(51, 84), CPos.New(51, 85), CPos.New(51, 86), CPos.New(51, 87), CPos.New(51, 88) }
FootprintTrigger9 = { CPos.New(28, 77), CPos.New(29, 77), CPos.New(30, 77), CPos.New(31, 77), CPos.New(32, 77), CPos.New(33, 77), CPos.New(34, 77), CPos.New(35, 77), CPos.New(36, 77), CPos.New(37, 77), CPos.New(38, 77) }
BridgeMammoths = { BridgeMammoth1, BridgeMammoth2 }
FootprintTrigger10 = { CPos.New(24, 83), CPos.New(24, 84), CPos.New(24, 85) }
FootprintTrigger11 = { CPos.New(20, 65), CPos.New(21, 65), CPos.New(22, 65) }
SovBase = { SovFact, SovPower1, SovPower2, SovRax, SovWarFactory, SovFlame1, SovFlame2, SovTesla }
SovBaseTeam = { SovBaseTeam1, SovBaseTeam2, SovBaseTeam3, SovBaseTeam4, SovBaseTeam5, SovBaseTeam6 }
RaxTeam = { "e1", "e2", "e2", "e4", "e4", "shok" }
FootprintTrigger12 = { CPos.New(35, 39), CPos.New(35, 40), CPos.New(35, 41), CPos.New(35, 42) }
ExtractionHelicopterType = "tran"
ExtractionPath = { ChinookEntry.Location, ExtractionPoint.Location }
LstReinforcements =
{
first =
{
actors = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk" },
entryPath = { BoatSpawn.Location, BoatUnload1.Location },
exitPath = { BoatSpawn.Location }
},
second =
{
actors = { "1tnk", "1tnk", "2tnk", "2tnk", "2tnk" },
entryPath = { BoatSpawn.Location, BoatUnload2.Location },
exitPath = { BoatSpawn.Location }
}
}
VIPs = { }
MissionStart = function()
FlareBoy.Move(LightFlare.Location)
Trigger.OnEnteredFootprint({ LightFlare.Location }, function(actor, id)
if actor.Owner == England then
Trigger.RemoveFootprintTrigger(id)
local insertionFlare = Actor.Create("flare", true, { Owner = Allies, Location = LightFlare.Location })
Trigger.AfterDelay(DateTime.Seconds(2), function()
FlareBoy.AttackMove(FlareBoyAttack.Location)
if Difficulty == "normal" then
local normalDrop = InsertionDrop.TargetParatroopers(InsertionPoint.CenterPosition, Angle.New(892))
Utils.Do(normalDrop, function(a)
Trigger.OnPassengerExited(a, function(t,p)
VIPs[#VIPs + 1] = p
FailTrigger()
end)
end)
else
local hardDrop = InsertionDropHard.TargetParatroopers(InsertionPoint.CenterPosition, Angle.New(892))
Utils.Do(hardDrop, function(a)
Trigger.OnPassengerExited(a, function(t,p)
VIPs[#VIPs + 1] = p
FailTrigger()
end)
end)
Trigger.AfterDelay(DateTime.Seconds(6), function()
Media.DisplayMessage(UserInterface.GetFluentMessage("civilians-manual-targeting"), UserInterface.GetFluentMessage("tanya"))
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(20), function()
insertionFlare.Destroy()
end)
end
end)
end
FailTrigger = function()
Trigger.OnAnyKilled(VIPs, function()
Allies.MarkFailedObjective(ProtectVIPs)
end)
end
FootprintTriggers = function()
local foot1Triggered
Trigger.OnEnteredFootprint(FootprintTrigger1, function(actor, id)
if actor.Owner == Allies and not foot1Triggered then
Trigger.RemoveFootprintTrigger(id)
foot1Triggered = true
local trig1cam = Actor.Create("camera", true, { Owner = Allies, Location = Trigger1Cam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig1cam.Destroy()
end)
Utils.Do(Trigger1Rifles, function(actor)
if not actor.IsDead then
actor.AttackMove(Trigger1Move.Location)
end
end)
DoomedHeli = Reinforcements.ReinforceWithTransport(England, ExtractionHelicopterType, nil, DoomedHeliPath)[1]
end
end)
local foot2Triggered
Trigger.OnEnteredFootprint(FootprintTrigger2, function(actor, id)
if actor.Owner == Allies and not foot2Triggered then
Trigger.RemoveFootprintTrigger(id)
foot2Triggered = true
local drop1 = RifleDropS.TargetParatroopers(VillageParadrop.CenterPosition, Angle.SouthWest)
Utils.Do(drop1, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local grens = Reinforcements.Reinforce(USSR, Grenadiers, { GrenEntry.Location }, 0)
Utils.Do(grens, IdleHunt)
end
end)
local foot3Triggered
Trigger.OnEnteredFootprint(FootprintTrigger3, function(actor, id)
if actor.Owner == Allies and not foot3Triggered then
Trigger.RemoveFootprintTrigger(id)
foot3Triggered = true
Trig3House.Owner = Civilians
local camera3 = Actor.Create("camera", true, { Owner = Allies, Location = Trigger3Cam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
camera3.Destroy()
end)
if not GuideHut.IsDead then
local guide = Actor.Create("c6", true, { Owner = England, Location = GuideSpawn.Location })
guide.Move(SafePath1.Location)
guide.Move(SafePath2.Location)
guide.Move(CivilianRally.Location)
end
Utils.Do(Trigger3Team, function(actor)
if not actor.IsDead then
actor.AttackMove(GuideSpawn.Location)
IdleHunt(actor)
end
end)
end
end)
local foot4Triggered
Trigger.OnEnteredFootprint(FootprintTrigger4, function(actor, id)
if actor.Owner == Allies and not foot4Triggered then
Trigger.RemoveFootprintTrigger(id)
foot4Triggered = true
Trig4House.Owner = Civilians
Reinforcements.Reinforce(England, CivilianSquad1, { CivFlee1.Location, CivilianRally.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad2, { CivFlee2.Location, CivilianRally.Location }, 0)
end
end)
local foot5Triggered
Trigger.OnEnteredFootprint(FootprintTrigger5, function(actor, id)
if actor.Owner == Allies and not foot5Triggered then
Trigger.RemoveFootprintTrigger(id)
foot5Triggered = true
Media.PlaySoundNotification(Allies, "AlertBleep")
Media.DisplayMessage(UserInterface.GetFluentMessage("soviet-aircraft-armor-moving-in"), UserInterface.GetFluentMessage("headquarters"))
Utils.Do(Trigger5Team, function(actor)
if not actor.IsDead then
actor.AttackMove(TacticalNuke1.Location)
end
end)
SendMig(MigEntryPath)
local barrelcam1 = Actor.Create("camera", true, { Owner = USSR, Location = TacticalNuke1.Location })
local barrelcam2 = Actor.Create("camera", true, { Owner = USSR, Location = TacticalNuke2.Location })
local wave1 = Reinforcements.Reinforce(USSR, SovietAttackers, { BaseAttackersSpawn.Location, SovietAttack.Location })
Utils.Do(wave1, IdleHunt)
local drop2 = RifleDropS.TargetParatroopers(SovietAttack.CenterPosition, Angle.East)
Utils.Do(drop2, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
Trigger.AfterDelay(DateTime.Seconds(20), function()
Media.PlaySoundNotification(Allies, "AlertBuzzer")
Media.DisplayMessage(UserInterface.GetFluentMessage("extraction-point-compromised-evacuate-base"), UserInterface.GetFluentMessage("headquarters"))
local defenders = Reinforcements.Reinforce(England, TentTeam, { Tent.Location, TentMove.Location }, 0)
Utils.Do(defenders, IdleHunt)
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Seconds(30), function()
local wave2 = Reinforcements.Reinforce(USSR, SovietAttackers, { BaseAttackersSpawn.Location, SovietAttack.Location })
Utils.Do(wave2, IdleHunt)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(35), function()
local dogs = Reinforcements.Reinforce(USSR, Doggos, { GrenEntry.Location }, 0)
Utils.Do(dogs, IdleHunt)
Media.PlaySpeechNotification(Allies, "AbombLaunchDetected")
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(TacticalNuke1.CenterPosition, Angle.NorthWest)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Allies, "AbombLaunchDetected")
proxy.TargetAirstrike(TacticalNuke2.CenterPosition, Angle.NorthWest)
end)
proxy.Destroy()
end)
Trigger.AfterDelay(DateTime.Seconds(50), function()
Media.DisplayMessage(UserInterface.GetFluentMessage("new-extraction-point-northwest"), UserInterface.GetFluentMessage("headquarters"))
end)
end
end)
local foot6Triggered
Trigger.OnEnteredFootprint(FootprintTrigger6, function(actor, id)
if actor.Owner == Allies and not foot6Triggered then
Trigger.RemoveFootprintTrigger(id)
foot6Triggered = true
local reinforcement = LstReinforcements.first
Media.PlaySpeechNotification(Allies, "ReinforcementsArrived")
Reinforcements.ReinforceWithTransport(Allies, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end
end)
local foot7Triggered
Trigger.OnEnteredFootprint(FootprintTrigger7, function(actor, id)
if actor.Owner == Allies and not foot7Triggered then
Trigger.RemoveFootprintTrigger(id)
foot7Triggered = true
local drop3 = RifleDropS.TargetParatroopers(TacticalNuke3.CenterPosition, Angle.West)
Utils.Do(drop3, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local trig7camera1 = Actor.Create("camera", true, { Owner = Allies, Location = MammothCam.Location })
local trig7camera2 = Actor.Create("camera", true, { Owner = Allies, Location = TacticalNuke3.Location })
Trigger.AfterDelay(DateTime.Seconds(30), function()
trig7camera1.Destroy()
end)
Trigger.AfterDelay(DateTime.Seconds(20), function()
Media.PlaySpeechNotification(Allies, "AbombLaunchDetected")
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(TacticalNuke3.CenterPosition, Angle.SouthWest)
proxy.Destroy()
end)
Trigger.AfterDelay(DateTime.Seconds(26), function()
Reinforcements.Reinforce(England, CivilianSquad1, { House1.Location, TacticalNuke3.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad2, { House2.Location, TacticalNuke3.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad1, { House3.Location, TacticalNuke3.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad2, { House4.Location, TacticalNuke3.Location }, 0)
end)
Trigger.AfterDelay(DateTime.Seconds(15), function()
trig7camera2.Destroy()
end)
end
end)
local foot8Triggered
Trigger.OnEnteredFootprint(FootprintTrigger8, function(actor, id)
if actor.Owner == Allies and not foot8Triggered then
Trigger.RemoveFootprintTrigger(id)
foot8Triggered = true
local trig8camera = Actor.Create("camera", true, { Owner = Allies, Location = TeslaCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig8camera.Destroy()
end)
Media.PlaySpeechNotification(Allies, "ReinforcementsArrived")
RifleDropA.TargetParatroopers(TeslaDrop.CenterPosition, Angle.New(124))
end
end)
local foot9Triggered
Trigger.OnEnteredFootprint(FootprintTrigger9, function(actor, id)
if actor.Owner == Allies and not foot9Triggered then
Trigger.RemoveFootprintTrigger(id)
foot9Triggered = true
local trig9camera = Actor.Create("camera", true, { Owner = Allies, Location = BridgeCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig9camera.Destroy()
end)
Utils.Do(BridgeMammoths, function(mammoth)
if mammoth.IsDead then
return
end
mammoth.AttackMove(MammysGo.Location)
end)
end
end)
local foot10Triggered
Trigger.OnEnteredFootprint(FootprintTrigger10, function(actor, id)
if actor.Owner == Allies and not foot10Triggered then
Trigger.RemoveFootprintTrigger(id)
foot10Triggered = true
local trig10camera = Actor.Create("camera", true, { Owner = Allies, Location = TruckCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig10camera.Destroy()
end)
Media.PlaySpeechNotification(Allies, "SignalFlareNorth")
Actor.Create("camera", true, { Owner = Allies, Location = ExtractionPoint.Location })
SendExtractionHelicopter()
if HealCrateTruck.IsDead then
return
end
HealCrateTruck.Move(TruckGo.Location)
end
end)
local foot11Triggered
Trigger.OnEnteredFootprint(FootprintTrigger11, function(actor, id)
if actor.Owner == Allies and not foot11Triggered then
Trigger.RemoveFootprintTrigger(id)
foot11Triggered = true
local trig11camera = Actor.Create("camera", true, { Owner = Allies, Location = SovBaseCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig11camera.Destroy()
end)
local reinforcement = LstReinforcements.second
Media.PlaySpeechNotification(Allies, "ReinforcementsArrived")
Reinforcements.ReinforceWithTransport(Allies, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end
end)
local foot12Triggered
Trigger.OnEnteredFootprint(FootprintTrigger12, function(actor, id)
if (actor.Type == "gnrl" or actor.Type == "gnrl.noautotarget") and not foot12Triggered then
Trigger.RemoveFootprintTrigger(id)
foot12Triggered = true
Media.PlaySoundNotification(Allies, "AlertBleep")
Media.DisplayMessage(UserInterface.GetFluentMessage("stalin-will-pay"), UserInterface.GetFluentMessage("stavros"))
end
end)
end
SetupTriggers = function()
Utils.Do(USSR.GetGroundAttackers(), function(unit)
Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
end)
Trigger.OnKilled(BridgeBarrel1, function()
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge2" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
end)
Trigger.OnKilled(BridgeBarrel2, function()
local bridgepart1 = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "br2" end)[1]
local bridgepart2 = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "br3" end)[1]
if not bridgepart1.IsDead then
bridgepart1.Kill()
end
if not bridgepart2.IsDead then
bridgepart2.Kill()
end
end)
local trukEscaped
Trigger.OnEnteredFootprint({ TruckGo.Location }, function(actor, id)
if actor.Type == "truk" and not trukEscaped then
Trigger.RemoveFootprintTrigger(id)
trukEscaped = true
actor.Destroy()
end
end)
end
ChurchAttack = function()
if not ChurchDamaged then
local churchPanicTeam = Reinforcements.Reinforce(England, CivilianSquad1, { ChurchSpawn.Location }, 0)
Utils.Do(churchPanicTeam, function(a)
a.Move(a.Location + CVec.New(-1,-1))
a.Panic()
end)
end
ChurchDamaged = true
end
SendMig = function(waypoints)
local MigEntryPath = { waypoints[1].Location, waypoints[2].Location }
local Mig1 = Reinforcements.Reinforce(USSR, { "mig" }, MigEntryPath)
if not BridgeBarrel1.IsDead then
Utils.Do(Mig1, function(mig)
mig.Attack(BridgeBarrel1)
end)
end
Trigger.AfterDelay(DateTime.Seconds(5), function()
local Mig2 = Reinforcements.Reinforce(USSR, { "mig" }, MigEntryPath)
local Mig3 = Reinforcements.Reinforce(USSR, { "mig" }, MigEntryPath)
if not CivBarrel.IsDead then
Utils.Do(Mig2, function(mig)
mig.Attack(CivBarrel)
end)
end
if not DoomedHeli.IsDead then
Utils.Do(Mig3, function(mig)
mig.Attack(DoomedHeli)
end)
end
end)
end
SovBaseAttack = function()
if not BaseDamaged then
local drop4 = RifleDropS.TargetParatroopers(SovBaseDrop.CenterPosition, Angle.East)
Utils.Do(drop4, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
Utils.Do(SovBaseTeam, function(actor)
if not actor.IsDead then
IdleHunt(actor)
end
end)
if Difficulty == "hard" then
local barracksTeam = Reinforcements.Reinforce(USSR, RaxTeam, { SovRaxSpawn.Location, SovBaseCam.Location }, 0)
Utils.Do(barracksTeam, IdleHunt)
end
end
BaseDamaged = true
end
ExtractUnits = function(extractionUnit, pos, after)
if extractionUnit.IsDead or not extractionUnit.HasPassengers then
return
end
extractionUnit.Move(pos)
extractionUnit.Destroy()
Trigger.OnRemovedFromWorld(extractionUnit, after)
end
SendExtractionHelicopter = function()
ExtractionHeli = Reinforcements.ReinforceWithTransport(Allies, ExtractionHelicopterType, nil, ExtractionPath)[1]
local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(SovietObj) end)
Trigger.OnAllRemovedFromWorld(VIPs, function()
ExtractUnits(ExtractionHeli, exitPos, function()
Allies.MarkCompletedObjective(ProtectVIPs)
Allies.MarkCompletedObjective(ExtractStavros)
end)
end)
end
WorldLoaded = function()
Allies = Player.GetPlayer("Allies")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
England = Player.GetPlayer("England")
Civilians = Player.GetPlayer("GreekCivilians")
InitObjectives(Allies)
SovietObj = AddPrimaryObjective(USSR, "")
ProtectVIPs = AddPrimaryObjective(Allies, "keep-stavros-tanya-alive")
ExtractStavros = AddPrimaryObjective(Allies, "get-tanya-stavros-helicopter")
InsertionDrop = Actor.Create("insertiondrop", false, { Owner = Allies })
InsertionDropHard = Actor.Create("insertiondrophard", false, { Owner = Allies })
RifleDropA = Actor.Create("rifledrop", false, { Owner = Allies })
RifleDropS = Actor.Create("rifledrop", false, { Owner = USSR })
Camera.Position = LightFlare.CenterPosition
MissionStart()
FootprintTriggers()
SetupTriggers()
Trigger.OnDamaged(Church, ChurchAttack)
OnAnyDamaged(SovBase, SovBaseAttack)
end

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World:
LuaScript:
Scripts: campaign.lua, utils.lua, personal-war.lua
MissionData:
WinVideo: toofar.vqa
LossVideo: bmap.vqa
Briefing: briefing
ScriptLobbyDropdown@difficulty:
ID: difficulty
Label: dropdown-difficulty.label
Description: dropdown-difficulty.description
Values:
normal: options-difficulty.normal
hard: options-difficulty.hard
Default: normal
INSERTIONDROP:
ParatroopersPower:
DisplayBeacon: False
DropItems: E7, GNRL
INSERTIONDROPHARD:
ParatroopersPower:
DisplayBeacon: False
DropItems: E7.noautotarget, GNRL.noautotarget
RIFLEDROP:
ParatroopersPower:
DisplayBeacon: False
DropItems: E1, E1, E1, E1, E1
LST.Reinforcement:
Inherits: LST
RejectsOrders:
-Buildable:
-Selectable:
RenderSprites:
Image: lst
Interactable:
GNRL:
Valued:
Cost: 1000
Tooltip:
Name: actor-stavros-name
Armament:
Weapon: SilencedPPK
Passenger:
CargoType: VIP
GNRL.noautotarget:
Inherits: GNRL
-AutoTarget:
-AutoTargetPriority@DEFAULT:
-AutoTargetPriority@ATTACKANYTHING:
AttackMove:
-AssaultMoveCondition:
RenderSprites:
Image: GNRL
E7:
Passenger:
CargoType: VIP
TRUK:
SpawnActorOnDeath:
Actor: healcrate
TRAN:
-Selectable:
RevealsShroud:
Range: 4c0
Targetable@GROUND:
TargetTypes: GroundActor
Interactable:
Health:
HP: 5000
Cargo:
Types: VIP
MaxWeight: 2
BADR.Bomber:
Aircraft:
Speed: 373
Tooltip:
Name: actor-strategic-bomber-name
RenderSprites:
Image: U2
MIG:
Aircraft:
IdleBehavior: LeaveMap

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SilencedPPK:
Range: 4c0
ParaBomb:
ReloadDelay: 50
ValidTargets: Ground, Water, GroundActor, WaterActor, Underwater, AirborneActor, Trees
Warhead@1Dam_impact: SpreadDamage
Spread: 1c0
Damage: 15000
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor, Trees
Versus:
Wood: 1000
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@3Smu_impact: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 1
Warhead@4Eff_impact: CreateEffect
Explosions: nuke
ImpactSounds: kaboom1.aud
ImpactActors: false
ValidTargets: Ground, Water, Air
Warhead@5Dam_areanuke1: SpreadDamage
Spread: 2c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 5
ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor, Trees
Versus:
Wood: 1000
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@7Smu_areanuke1: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 2
Delay: 5
Warhead@8Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud
Delay: 5
ImpactActors: false
Warhead@9Dam_areanuke2: SpreadDamage
Spread: 3c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 10
ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
Versus:
Wood: 50
Tree: 200
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@12Smu_areanuke2: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 3
Delay: 10
Warhead@13FlashEffect: FlashEffect
Duration: 20
FlashType: Nuke