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/ra/maps/production-disruption/map.bin
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mods/ra/maps/production-disruption/map.bin
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mods/ra/maps/production-disruption/map.ftl
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mods/ra/maps/production-disruption/map.ftl
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||||
## rules.yaml
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briefing =
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||||
The Soviets are constructing a new class of submarine capable of launching sea-to-ground missiles. We don't need to tell you the devastation these could cause.
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||||
|
||||
Take a small squad of troops and infiltrate their power grid. Once it's down, reinforcements will follow. Then, head north to destroy the sub pen and prevent further construction of these submarines.
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||||
If any are built, they must not escape!
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||||
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mods/ra/maps/production-disruption/map.png
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mods/ra/maps/production-disruption/map.png
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After Width: | Height: | Size: 11 KiB |
663
mods/ra/maps/production-disruption/map.yaml
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663
mods/ra/maps/production-disruption/map.yaml
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@@ -0,0 +1,663 @@
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MapFormat: 12
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RequiresMod: ra
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Title: Production Disruption
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|
||||
Author: Westwood Studios
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||||
|
||||
Tileset: TEMPERAT
|
||||
|
||||
MapSize: 128,128
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||||
|
||||
Bounds: 41,7,47,94
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||||
|
||||
Visibility: MissionSelector
|
||||
|
||||
Categories: Mission
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||||
|
||||
LockPreview: True
|
||||
|
||||
Players:
|
||||
PlayerReference@Neutral:
|
||||
Name: Neutral
|
||||
OwnsWorld: True
|
||||
NonCombatant: True
|
||||
Faction: england
|
||||
PlayerReference@BadGuy:
|
||||
Name: BadGuy
|
||||
Bot: campaign
|
||||
Faction: soviet
|
||||
Color: FF1400
|
||||
Allies: USSR
|
||||
Enemies: Greece
|
||||
PlayerReference@USSR:
|
||||
Name: USSR
|
||||
Bot: campaign
|
||||
Faction: soviet
|
||||
Color: FF1400
|
||||
Allies: BadGuy
|
||||
Enemies: Greece
|
||||
PlayerReference@Greece:
|
||||
Name: Greece
|
||||
AllowBots: False
|
||||
Playable: True
|
||||
Required: True
|
||||
LockFaction: True
|
||||
Faction: allies
|
||||
LockColor: True
|
||||
Color: ABB7E4
|
||||
LockSpawn: True
|
||||
LockTeam: True
|
||||
Enemies: USSR, BadGuy
|
||||
|
||||
Actors:
|
||||
Actor0: brik
|
||||
Location: 49,37
|
||||
Owner: USSR
|
||||
Actor1: brik
|
||||
Location: 50,37
|
||||
Owner: USSR
|
||||
Actor2: brik
|
||||
Location: 74,37
|
||||
Owner: USSR
|
||||
Actor3: brik
|
||||
Location: 75,37
|
||||
Owner: USSR
|
||||
Actor4: brik
|
||||
Location: 49,38
|
||||
Owner: USSR
|
||||
Actor5: brik
|
||||
Location: 50,38
|
||||
Owner: USSR
|
||||
Actor6: brik
|
||||
Location: 74,38
|
||||
Owner: USSR
|
||||
Actor7: brik
|
||||
Location: 75,38
|
||||
Owner: USSR
|
||||
Actor8: brik
|
||||
Location: 49,39
|
||||
Owner: USSR
|
||||
Actor9: brik
|
||||
Location: 75,39
|
||||
Owner: USSR
|
||||
Actor10: brik
|
||||
Location: 49,40
|
||||
Owner: USSR
|
||||
Actor11: brik
|
||||
Location: 75,40
|
||||
Owner: USSR
|
||||
Actor12: brik
|
||||
Location: 49,41
|
||||
Owner: USSR
|
||||
Actor13: brik
|
||||
Location: 75,41
|
||||
Owner: USSR
|
||||
Actor14: brik
|
||||
Location: 49,42
|
||||
Owner: USSR
|
||||
Actor15: brik
|
||||
Location: 75,42
|
||||
Owner: USSR
|
||||
Actor16: brik
|
||||
Location: 49,43
|
||||
Owner: USSR
|
||||
Actor17: brik
|
||||
Location: 75,43
|
||||
Owner: USSR
|
||||
Actor18: brik
|
||||
Location: 49,44
|
||||
Owner: USSR
|
||||
Actor19: brik
|
||||
Location: 75,44
|
||||
Owner: USSR
|
||||
Actor20: brik
|
||||
Location: 49,45
|
||||
Owner: USSR
|
||||
Actor21: brik
|
||||
Location: 75,45
|
||||
Owner: USSR
|
||||
Actor22: brik
|
||||
Location: 49,46
|
||||
Owner: USSR
|
||||
Actor23: brik
|
||||
Location: 75,46
|
||||
Owner: USSR
|
||||
Actor24: brik
|
||||
Location: 49,47
|
||||
Owner: USSR
|
||||
Actor25: brik
|
||||
Location: 75,47
|
||||
Owner: USSR
|
||||
Actor26: brik
|
||||
Location: 49,48
|
||||
Owner: USSR
|
||||
Actor27: brik
|
||||
Location: 75,48
|
||||
Owner: USSR
|
||||
Actor28: brik
|
||||
Location: 49,49
|
||||
Owner: USSR
|
||||
Actor29: brik
|
||||
Location: 75,49
|
||||
Owner: USSR
|
||||
Actor30: brik
|
||||
Location: 49,50
|
||||
Owner: USSR
|
||||
Actor31: brik
|
||||
Location: 50,50
|
||||
Owner: USSR
|
||||
Actor32: brik
|
||||
Location: 51,50
|
||||
Owner: USSR
|
||||
Actor33: brik
|
||||
Location: 52,50
|
||||
Owner: USSR
|
||||
Actor34: brik
|
||||
Location: 53,50
|
||||
Owner: USSR
|
||||
Actor35: brik
|
||||
Location: 54,50
|
||||
Owner: USSR
|
||||
Actor36: brik
|
||||
Location: 55,50
|
||||
Owner: USSR
|
||||
Actor37: brik
|
||||
Location: 56,50
|
||||
Owner: USSR
|
||||
Actor38: brik
|
||||
Location: 57,50
|
||||
Owner: USSR
|
||||
Actor39: brik
|
||||
Location: 61,50
|
||||
Owner: USSR
|
||||
Actor40: brik
|
||||
Location: 62,50
|
||||
Owner: USSR
|
||||
Actor41: brik
|
||||
Location: 75,50
|
||||
Owner: USSR
|
||||
Actor42: brik
|
||||
Location: 56,51
|
||||
Owner: USSR
|
||||
Actor43: brik
|
||||
Location: 57,51
|
||||
Owner: USSR
|
||||
Actor44: brik
|
||||
Location: 61,51
|
||||
Owner: USSR
|
||||
Actor45: brik
|
||||
Location: 62,51
|
||||
Owner: USSR
|
||||
Actor46: brik
|
||||
Location: 63,51
|
||||
Owner: USSR
|
||||
Actor47: brik
|
||||
Location: 64,51
|
||||
Owner: USSR
|
||||
Actor48: brik
|
||||
Location: 65,51
|
||||
Owner: USSR
|
||||
Actor49: brik
|
||||
Location: 66,51
|
||||
Owner: USSR
|
||||
Actor50: brik
|
||||
Location: 67,51
|
||||
Owner: USSR
|
||||
Actor51: brik
|
||||
Location: 68,51
|
||||
Owner: USSR
|
||||
Actor52: brik
|
||||
Location: 69,51
|
||||
Owner: USSR
|
||||
Actor53: brik
|
||||
Location: 70,51
|
||||
Owner: USSR
|
||||
Actor54: brik
|
||||
Location: 71,51
|
||||
Owner: USSR
|
||||
Actor55: brik
|
||||
Location: 72,51
|
||||
Owner: USSR
|
||||
Actor56: brik
|
||||
Location: 73,51
|
||||
Owner: USSR
|
||||
Actor57: brik
|
||||
Location: 74,51
|
||||
Owner: USSR
|
||||
Actor58: brik
|
||||
Location: 75,51
|
||||
Owner: USSR
|
||||
Actor60: brik
|
||||
Location: 67,73
|
||||
Owner: BadGuy
|
||||
Actor61: brik
|
||||
Location: 68,73
|
||||
Owner: BadGuy
|
||||
Actor62: brik
|
||||
Location: 69,73
|
||||
Owner: BadGuy
|
||||
Actor63: brik
|
||||
Location: 70,73
|
||||
Owner: BadGuy
|
||||
Actor64: brik
|
||||
Location: 71,73
|
||||
Owner: BadGuy
|
||||
Actor65: brik
|
||||
Location: 72,73
|
||||
Owner: BadGuy
|
||||
Actor66: brik
|
||||
Location: 73,73
|
||||
Owner: BadGuy
|
||||
Actor67: brik
|
||||
Location: 74,73
|
||||
Owner: BadGuy
|
||||
Actor68: brik
|
||||
Location: 75,73
|
||||
Owner: BadGuy
|
||||
Actor69: brik
|
||||
Location: 76,73
|
||||
Owner: BadGuy
|
||||
Actor70: brik
|
||||
Location: 67,74
|
||||
Owner: BadGuy
|
||||
Actor71: brik
|
||||
Location: 68,74
|
||||
Owner: BadGuy
|
||||
Actor72: brik
|
||||
Location: 76,74
|
||||
Owner: BadGuy
|
||||
Actor73: brik
|
||||
Location: 76,75
|
||||
Owner: BadGuy
|
||||
Actor74: brik
|
||||
Location: 76,76
|
||||
Owner: BadGuy
|
||||
Actor75: brik
|
||||
Location: 67,77
|
||||
Owner: BadGuy
|
||||
Actor76: brik
|
||||
Location: 68,77
|
||||
Owner: BadGuy
|
||||
Actor77: brik
|
||||
Location: 76,77
|
||||
Owner: BadGuy
|
||||
Actor78: brik
|
||||
Location: 67,78
|
||||
Owner: BadGuy
|
||||
Actor79: brik
|
||||
Location: 68,78
|
||||
Owner: BadGuy
|
||||
Actor80: brik
|
||||
Location: 69,78
|
||||
Owner: BadGuy
|
||||
Actor81: brik
|
||||
Location: 70,78
|
||||
Owner: BadGuy
|
||||
Actor82: brik
|
||||
Location: 71,78
|
||||
Owner: BadGuy
|
||||
Actor83: brik
|
||||
Location: 72,78
|
||||
Owner: BadGuy
|
||||
Actor84: brik
|
||||
Location: 73,78
|
||||
Owner: BadGuy
|
||||
Actor85: brik
|
||||
Location: 74,78
|
||||
Owner: BadGuy
|
||||
Actor86: brik
|
||||
Location: 75,78
|
||||
Owner: BadGuy
|
||||
Actor87: brik
|
||||
Location: 76,78
|
||||
Owner: BadGuy
|
||||
Actor88: t01
|
||||
Location: 46,67
|
||||
Owner: Neutral
|
||||
Actor89: tc04
|
||||
Location: 46,63
|
||||
Owner: Neutral
|
||||
Actor90: tc05
|
||||
Location: 50,71
|
||||
Owner: Neutral
|
||||
Actor91: tc05
|
||||
Location: 80,92
|
||||
Owner: Neutral
|
||||
Actor92: tc04
|
||||
Location: 67,69
|
||||
Owner: Neutral
|
||||
Actor93: tc02
|
||||
Location: 66,79
|
||||
Owner: Neutral
|
||||
Actor94: tc04
|
||||
Location: 49,86
|
||||
Owner: Neutral
|
||||
Actor95: tc03
|
||||
Location: 50,88
|
||||
Owner: Neutral
|
||||
Actor96: tc01
|
||||
Location: 54,77
|
||||
Owner: Neutral
|
||||
Actor97: t17
|
||||
Location: 64,73
|
||||
Owner: Neutral
|
||||
Actor98: t16
|
||||
Location: 61,86
|
||||
Owner: Neutral
|
||||
Actor99: t15
|
||||
Location: 57,89
|
||||
Owner: Neutral
|
||||
Actor100: t13
|
||||
Location: 71,93
|
||||
Owner: Neutral
|
||||
Actor101: t14
|
||||
Location: 80,84
|
||||
Owner: Neutral
|
||||
Actor102: tc04
|
||||
Location: 47,58
|
||||
Owner: Neutral
|
||||
Actor103: tc05
|
||||
Location: 78,57
|
||||
Owner: Neutral
|
||||
Actor104: tc03
|
||||
Location: 79,60
|
||||
Owner: Neutral
|
||||
Actor105: tc02
|
||||
Location: 49,59
|
||||
Owner: Neutral
|
||||
Actor106: tc03
|
||||
Location: 45,46
|
||||
Owner: Neutral
|
||||
Actor107: tc04
|
||||
Location: 53,50
|
||||
Owner: Neutral
|
||||
Actor108: tc05
|
||||
Location: 78,37
|
||||
Owner: Neutral
|
||||
Actor109: tc02
|
||||
Location: 75,51
|
||||
Owner: Neutral
|
||||
Actor110: tc01
|
||||
Location: 71,58
|
||||
Owner: Neutral
|
||||
Actor111: tc02
|
||||
Location: 80,68
|
||||
Owner: Neutral
|
||||
Actor112: tsla
|
||||
Location: 70,94
|
||||
Owner: BadGuy
|
||||
SubPen: spen
|
||||
Location: 67,37
|
||||
Owner: BadGuy
|
||||
Actor114: kenn
|
||||
Location: 61,45
|
||||
Owner: USSR
|
||||
Actor115: barr
|
||||
Location: 56,46
|
||||
Owner: USSR
|
||||
Actor116: apwr
|
||||
Location: 53,44
|
||||
Owner: USSR
|
||||
Actor117: apwr
|
||||
Location: 51,47
|
||||
Owner: USSR
|
||||
Actor118: apwr
|
||||
Location: 62,47
|
||||
Owner: USSR
|
||||
Actor119: dome
|
||||
Location: 70,47
|
||||
Owner: USSR
|
||||
Actor120: apwr
|
||||
Location: 71,41
|
||||
Owner: USSR
|
||||
ForwardCommand: fcom
|
||||
Location: 51,40
|
||||
Owner: USSR
|
||||
Actor122: apwr
|
||||
Location: 73,74
|
||||
Owner: BadGuy
|
||||
Actor123: apwr
|
||||
Location: 69,74
|
||||
Owner: BadGuy
|
||||
FlameTower1: ftur
|
||||
Location: 62,66
|
||||
Owner: USSR
|
||||
FlameTower2: ftur
|
||||
Location: 65,66
|
||||
Owner: USSR
|
||||
Actor126: ftur
|
||||
Location: 57,52
|
||||
Owner: USSR
|
||||
Actor127: ftur
|
||||
Location: 61,52
|
||||
Owner: USSR
|
||||
Actor128: sam
|
||||
Location: 55,49
|
||||
Owner: USSR
|
||||
Actor129: sam
|
||||
Location: 63,50
|
||||
Owner: USSR
|
||||
Actor130: tsla
|
||||
Location: 63,92
|
||||
Owner: BadGuy
|
||||
Actor131: weap
|
||||
Location: 66,45
|
||||
Owner: USSR
|
||||
ObjectiveDome: dome
|
||||
Location: 77,61
|
||||
Owner: BadGuy
|
||||
Church: v01
|
||||
Location: 51,58
|
||||
Owner: USSR
|
||||
Actor134: v02
|
||||
Location: 49,60
|
||||
Owner: USSR
|
||||
Actor135: v03
|
||||
Location: 53,61
|
||||
Owner: USSR
|
||||
Actor136: v05
|
||||
Location: 50,63
|
||||
Owner: USSR
|
||||
Actor137: v06
|
||||
Location: 55,64
|
||||
Owner: USSR
|
||||
Actor138: v07
|
||||
Location: 51,65
|
||||
Owner: USSR
|
||||
Actor139: v08
|
||||
Location: 47,63
|
||||
Owner: USSR
|
||||
Actor140: apwr
|
||||
Location: 85,8
|
||||
Owner: BadGuy
|
||||
Heavy1: 3tnk
|
||||
Location: 70,45
|
||||
Owner: USSR
|
||||
Facing: 380
|
||||
Heavy2: 3tnk
|
||||
Location: 58,45
|
||||
Owner: USSR
|
||||
Facing: 636
|
||||
Actor143: e2
|
||||
Location: 67,49
|
||||
Owner: USSR
|
||||
SubCell: 1
|
||||
Actor144: dog
|
||||
Location: 61,47
|
||||
Owner: USSR
|
||||
Facing: 380
|
||||
SubCell: 2
|
||||
Actor145: e1
|
||||
Location: 68,59
|
||||
Owner: USSR
|
||||
Facing: 508
|
||||
SubCell: 0
|
||||
Actor146: e1
|
||||
Location: 67,75
|
||||
Owner: BadGuy
|
||||
Facing: 124
|
||||
SubCell: 1
|
||||
Actor147: e1
|
||||
Location: 67,76
|
||||
Owner: BadGuy
|
||||
Facing: 380
|
||||
SubCell: 4
|
||||
Actor148: e1
|
||||
Location: 71,77
|
||||
Owner: BadGuy
|
||||
Facing: 124
|
||||
SubCell: 5
|
||||
Actor149: e1
|
||||
Location: 74,76
|
||||
Owner: BadGuy
|
||||
Facing: 508
|
||||
SubCell: 1
|
||||
Actor150: e1
|
||||
Location: 72,75
|
||||
Owner: BadGuy
|
||||
Facing: 380
|
||||
SubCell: 0
|
||||
Actor151: e1
|
||||
Location: 77,64
|
||||
Owner: USSR
|
||||
Facing: 636
|
||||
SubCell: 1
|
||||
Actor152: e1
|
||||
Location: 76,62
|
||||
Owner: USSR
|
||||
Facing: 380
|
||||
SubCell: 5
|
||||
Actor153: e1
|
||||
Location: 54,40
|
||||
Owner: USSR
|
||||
SubCell: 4
|
||||
Actor154: e1
|
||||
Location: 69,40
|
||||
Owner: USSR
|
||||
SubCell: 0
|
||||
Actor155: e1
|
||||
Location: 68,43
|
||||
Owner: USSR
|
||||
SubCell: 1
|
||||
Actor156: e1
|
||||
Location: 61,49
|
||||
Owner: USSR
|
||||
SubCell: 1
|
||||
Actor157: e1
|
||||
Location: 51,44
|
||||
Owner: USSR
|
||||
SubCell: 1
|
||||
Actor158: e2
|
||||
Location: 54,48
|
||||
Owner: USSR
|
||||
SubCell: 0
|
||||
Actor159: e2
|
||||
Location: 60,44
|
||||
Owner: USSR
|
||||
SubCell: 2
|
||||
Actor160: e2
|
||||
Location: 71,39
|
||||
Owner: USSR
|
||||
SubCell: 5
|
||||
Rifle1: e1
|
||||
Location: 78,81
|
||||
Owner: USSR
|
||||
SubCell: 2
|
||||
Rifle2: e1
|
||||
Location: 78,79
|
||||
Owner: USSR
|
||||
SubCell: 4
|
||||
Rifle3: e1
|
||||
Location: 77,80
|
||||
Owner: USSR
|
||||
SubCell: 5
|
||||
Rifle4: e1
|
||||
Location: 47,71
|
||||
Owner: USSR
|
||||
SubCell: 5
|
||||
Rifle5: e1
|
||||
Location: 49,71
|
||||
Owner: USSR
|
||||
SubCell: 4
|
||||
Rifle6: e1
|
||||
Location: 49,70
|
||||
Owner: USSR
|
||||
SubCell: 4
|
||||
DefaultCameraPosition: waypoint
|
||||
Location: 58,86
|
||||
Owner: Neutral
|
||||
TeslaCam: waypoint
|
||||
Location: 66,94
|
||||
Owner: Neutral
|
||||
SouthLZ: waypoint
|
||||
Location: 54,85
|
||||
Owner: Neutral
|
||||
Beach1: waypoint
|
||||
Location: 65,90
|
||||
Owner: Neutral
|
||||
WaterEntry1: waypoint
|
||||
Location: 66,100
|
||||
Owner: Neutral
|
||||
FlameCam: waypoint
|
||||
Location: 64,66
|
||||
Owner: Neutral
|
||||
RadarCam: waypoint
|
||||
Location: 77,63
|
||||
Owner: Neutral
|
||||
ChurchCrate: waypoint
|
||||
Location: 51,59
|
||||
Owner: Neutral
|
||||
ChronoSpawn1: waypoint
|
||||
Location: 62,59
|
||||
Owner: Neutral
|
||||
ChronoSpawn2: waypoint
|
||||
Location: 61,59
|
||||
Owner: Neutral
|
||||
ChronoSpawn3: waypoint
|
||||
Location: 62,60
|
||||
Owner: Neutral
|
||||
Beach2: waypoint
|
||||
Location: 83,59
|
||||
Owner: Neutral
|
||||
Beach3: waypoint
|
||||
Location: 84,64
|
||||
Owner: Neutral
|
||||
WaterEntry2: waypoint
|
||||
Location: 87,61
|
||||
Owner: Neutral
|
||||
EasyCamera: waypoint
|
||||
Location: 62,36
|
||||
Owner: Neutral
|
||||
MissileSubSpawn: waypoint
|
||||
Location: 66,38
|
||||
Owner: Neutral
|
||||
SubPath1: waypoint
|
||||
Location: 66,33
|
||||
Owner: Neutral
|
||||
SubPath2: waypoint
|
||||
Location: 63,28
|
||||
Owner: Neutral
|
||||
SubPath3: waypoint
|
||||
Location: 63,13
|
||||
Owner: Neutral
|
||||
Mammoth: waypoint
|
||||
Location: 77,39
|
||||
Owner: Neutral
|
||||
V2: waypoint
|
||||
Location: 63,44
|
||||
Owner: Neutral
|
||||
NorthLZ: waypoint
|
||||
Owner: Neutral
|
||||
Location: 60,56
|
||||
BomberTarget1: waypoint
|
||||
Owner: Neutral
|
||||
Location: 54,46
|
||||
BomberTarget2: waypoint
|
||||
Owner: Neutral
|
||||
Location: 65,46
|
||||
|
||||
Rules: ra|rules/campaign-rules.yaml, ra|rules/campaign-tooltips.yaml, ra|rules/campaign-palettes.yaml, rules.yaml
|
||||
|
||||
FluentMessages: ra|fluent/lua.ftl, ra|fluent/campaign.ftl, map.ftl
|
||||
374
mods/ra/maps/production-disruption/production-disruption.lua
Normal file
374
mods/ra/maps/production-disruption/production-disruption.lua
Normal file
@@ -0,0 +1,374 @@
|
||||
--[[
|
||||
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.
|
||||
]]
|
||||
FlameWallRevealed = false
|
||||
TimerTicks = DateTime.Minutes(12)
|
||||
LSTType = "lst.reinforcement"
|
||||
RifleSquad1 = { Rifle1, Rifle2, Rifle3 }
|
||||
RifleSquad2 = { Rifle4, Rifle5, Rifle6 }
|
||||
Heavys = { Heavy1, Heavy2 }
|
||||
FlameTowerWall = { FlameTower1, FlameTower2 }
|
||||
DemoEngiPath = { WaterEntry1.Location, Beach1.Location }
|
||||
DemoEngiTeam = { "dtrk", "dtrk", "e6", "e6", "e6" }
|
||||
SovietWaterEntry1 = { WaterEntry2.Location, Beach2.Location }
|
||||
SovietWaterEntry2 = { WaterEntry2.Location, Beach3.Location }
|
||||
SovietSquad = { "e1", "e1", "e2", "e4", "e4" }
|
||||
V2Squad = { "v2rl", "v2rl" }
|
||||
SubEscapePath = { SubPath1, SubPath2, SubPath3 }
|
||||
|
||||
MissionStart = function()
|
||||
if Difficulty == "normal" then
|
||||
local northCoil = Actor.Create("tsla", true, { Owner = USSR, Location = EasyCamera.Location })
|
||||
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location })
|
||||
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location + CVec.New(1,0) })
|
||||
Actor.Create("v2rl", true, { Owner = USSR, Facing = Angle.South, Location = V2.Location })
|
||||
-- Avoid leaving infantry stranded on the island.
|
||||
northCoil.GrantCondition("no-actors-on-sell")
|
||||
end
|
||||
|
||||
SpawnTemporaryCamera(SouthLZ.Location, DateTime.Seconds(15))
|
||||
Chalk1.TargetParatroopers(SouthLZ.CenterPosition, Angle.New(740))
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Chalk2.TargetParatroopers(SouthLZ.CenterPosition, Angle.New(780))
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
UnitsArrived = true
|
||||
SpawnTemporaryCamera(TeslaCam.Location, DateTime.Seconds(10))
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), function()
|
||||
Utils.Do(RifleSquad1, function(actor)
|
||||
if not actor.IsDead then
|
||||
actor.AttackMove(SouthLZ.Location)
|
||||
IdleHunt(actor)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(15), function()
|
||||
Utils.Do(RifleSquad2, function(actor)
|
||||
if not actor.IsDead then
|
||||
actor.AttackMove(SouthLZ.Location)
|
||||
IdleHunt(actor)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
SetupTriggers = function()
|
||||
SetupFlameWall()
|
||||
SetupNorthBase()
|
||||
|
||||
Trigger.OnKilled(Church, function()
|
||||
Actor.Create("healcrate", true, { Owner = Greece, Location = ChurchCrate.Location })
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(ObjectiveDome, function()
|
||||
if not DomeCaptured then
|
||||
Greece.MarkFailedObjective(CaptureDome)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Avoid notifications unless part of the the northern base is captured.
|
||||
Greece.PlayLowPowerNotification = false
|
||||
local notifiers = Utils.Where(USSR.GetActors(), function(actor)
|
||||
return actor.HasProperty("StartBuildingRepairs")
|
||||
end)
|
||||
|
||||
Utils.Do(notifiers, function(n)
|
||||
Trigger.OnCapture(n, function()
|
||||
Greece.PlayLowPowerNotification = true
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
SetupFlameWall = function()
|
||||
Trigger.OnAllKilled(FlameTowerWall, function()
|
||||
SpawnTemporaryCamera(RadarCam.Location, DateTime.Seconds(5))
|
||||
end)
|
||||
|
||||
-- Give some warning if they are not yet revealed by the power cut.
|
||||
Trigger.OnEnteredProximityTrigger(FlameCam.CenterPosition, WDist.FromCells(8), function(actor, id)
|
||||
if FlameWallRevealed then
|
||||
Trigger.RemoveProximityTrigger(id)
|
||||
return
|
||||
end
|
||||
|
||||
if actor.Owner == Greece then
|
||||
FlameWallRevealed = true
|
||||
Trigger.RemoveProximityTrigger(id)
|
||||
SpawnTemporaryCamera(FlameCam.Location, DateTime.Seconds(10))
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SetupNorthBase = function()
|
||||
local bombsPrepared = false
|
||||
local tanksAlerted = false
|
||||
|
||||
Trigger.OnKilledOrCaptured(SubPen, function()
|
||||
Greece.MarkCompletedObjective(StopProduction)
|
||||
end)
|
||||
|
||||
Trigger.OnDamaged(SubPen, function(_, attacker)
|
||||
if tanksAlerted or attacker.Type == "badr.bomber" then
|
||||
return
|
||||
end
|
||||
|
||||
tanksAlerted = true
|
||||
Utils.Do(Heavys, IdleHunt)
|
||||
end)
|
||||
|
||||
Trigger.OnKilledOrCaptured(ForwardCommand, function()
|
||||
StartFireSale()
|
||||
-- The original mission used four waypoints (7-10) for drops.
|
||||
-- For simplicity, a four-Badger team will target the middle.
|
||||
Chalk3.TargetParatroopers(NorthLZ.CenterPosition, Angle.New(927))
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
|
||||
end)
|
||||
|
||||
if not bombsPrepared then
|
||||
bombsPrepared = true
|
||||
BombNorthBase()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilledOrCaptured(USSR.GetActorsByType("sam"), function()
|
||||
if not bombsPrepared then
|
||||
bombsPrepared = true
|
||||
BombNorthBase()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
PowerDown = false
|
||||
PowerDownTeslas = function()
|
||||
if not PowerDown then
|
||||
CaptureDome = AddSecondaryObjective(Greece, "capture-enemy-radar-dome")
|
||||
Greece.MarkCompletedObjective(PowerDownTeslaCoils)
|
||||
Media.PlaySoundNotification(Greece, "RadarDown")
|
||||
PowerDown = true
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
|
||||
end)
|
||||
|
||||
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
|
||||
if not bridge.IsDead then
|
||||
bridge.Kill()
|
||||
end
|
||||
|
||||
local demoEngis = Reinforcements.ReinforceWithTransport(Greece, LSTType, DemoEngiTeam, DemoEngiPath, { DemoEngiPath[1] })[2]
|
||||
Trigger.OnAllRemovedFromWorld(Utils.Where(demoEngis, function(a) return a.Type == "e6" end), function()
|
||||
if not DomeCaptured then
|
||||
Greece.MarkFailedObjective(CaptureDome)
|
||||
end
|
||||
if not DomeCaptured and bridge.IsDead then
|
||||
Greece.MarkFailedObjective(StopProduction)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnCapture(ObjectiveDome, function()
|
||||
DomeCaptured = true
|
||||
Greece.MarkCompletedObjective(CaptureDome)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
SendChronos()
|
||||
SendWaterSquads()
|
||||
Actor.Create("camera", true, { Owner = Greece, Location = EasyCamera.Location })
|
||||
end)
|
||||
end)
|
||||
|
||||
if not FlameWallRevealed then
|
||||
FlameWallRevealed = true
|
||||
SpawnTemporaryCamera(FlameCam.Location, DateTime.Seconds(10))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
BombNorthBase = function()
|
||||
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = Greece })
|
||||
proxy.TargetAirstrike(BomberTarget1.CenterPosition, Angle.New(970))
|
||||
proxy.TargetAirstrike(BomberTarget2.CenterPosition, Angle.New(932))
|
||||
proxy.Destroy()
|
||||
end
|
||||
|
||||
SendChronos = function()
|
||||
local payload = { }
|
||||
local proxy = Actor.Create("powerproxy.chronoshift", false, { Owner = Greece })
|
||||
local spawns =
|
||||
{
|
||||
{ cell = ChronoSpawn2.Location, facing = Angle.NorthWest },
|
||||
{ cell = ChronoSpawn1.Location, facing = Angle.NorthEast },
|
||||
{ cell = ChronoSpawn3.Location, facing = Angle.South }
|
||||
}
|
||||
|
||||
Utils.Do(spawns, function(spawn)
|
||||
local tank = Actor.Create("ctnk", true, { Owner = Greece, Facing = spawn.facing })
|
||||
payload[tank] = spawn.cell
|
||||
end)
|
||||
|
||||
Media.PlaySound("chrono2.aud")
|
||||
proxy.Chronoshift(payload)
|
||||
proxy.Destroy()
|
||||
end
|
||||
|
||||
SendWaterSquads = function()
|
||||
local sovietWaterSquad1 = Reinforcements.ReinforceWithTransport(USSR, LSTType, SovietSquad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
|
||||
Utils.Do(sovietWaterSquad1, function(a)
|
||||
Trigger.OnAddedToWorld(a, IdleHunt)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), function()
|
||||
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, LSTType, SovietSquad, { WaterEntry2.Location, Beach3.Location }, { WaterEntry2.Location })[2]
|
||||
Utils.Do(sovietWaterSquad2, function(a)
|
||||
Trigger.OnAddedToWorld(a, function()
|
||||
a.AttackMove(FlameCam.Location)
|
||||
IdleHunt(a)
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(13), function()
|
||||
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, LSTType, V2Squad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
|
||||
Utils.Do(sovietWaterSquad2, function(a)
|
||||
Trigger.OnAddedToWorld(a, function()
|
||||
a.AttackMove(FlameCam.Location)
|
||||
IdleHunt(a)
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
MissileSubEscape = function()
|
||||
local missileSub = Actor.Create("msub", true, { Owner = USSR, Location = MissileSubSpawn.Location })
|
||||
Actor.Create("camera", true, { Owner = Greece, Location = SubPath2.Location })
|
||||
DestroySub = AddPrimaryObjective(Greece, "destroy-escaping-submarine")
|
||||
|
||||
Utils.Do(SubEscapePath, function(waypoint)
|
||||
missileSub.Move(waypoint.Location)
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint({ SubPath3.Location }, function(a, id)
|
||||
if a.Owner == USSR and a.Type == "msub" then
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
USSR.MarkCompletedObjective(EscapeWithSub)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(missileSub, function()
|
||||
Greece.MarkCompletedObjective(DestroySub)
|
||||
end)
|
||||
end
|
||||
|
||||
StartFireSale = function()
|
||||
local structures = Utils.Where(USSR.GetActors(), function(actor)
|
||||
return actor.HasProperty("StartBuildingRepairs")
|
||||
end)
|
||||
|
||||
if #structures == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
SpawnTemporaryCamera(BomberTarget1.Location, DateTime.Seconds(5))
|
||||
SpawnTemporaryCamera(BomberTarget2.Location, DateTime.Seconds(5))
|
||||
|
||||
Utils.Do(structures, function(building)
|
||||
building.Sell()
|
||||
end)
|
||||
|
||||
Trigger.OnAllRemovedFromWorld(structures, function()
|
||||
Utils.Do(USSR.GetGroundAttackers(), IdleHunt)
|
||||
end)
|
||||
end
|
||||
|
||||
SpawnTemporaryCamera = function(location, duration)
|
||||
local camera = Actor.Create("camera", true, { Owner = Greece, Location = location })
|
||||
|
||||
Trigger.AfterDelay(duration, function()
|
||||
if camera.IsInWorld then
|
||||
camera.Destroy()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
FinishTimer = function()
|
||||
local submarineEscapes = UserInterface.GetFluentMessage("submarine-escapes")
|
||||
|
||||
for i = 0, 5 do
|
||||
local c = TimerColor
|
||||
if i % 2 == 0 then
|
||||
c = HSLColor.White
|
||||
end
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText(submarineEscapes, c) end)
|
||||
end
|
||||
Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
|
||||
end
|
||||
|
||||
UnitsArrived = false
|
||||
TimerFinished = false
|
||||
Ticked = TimerTicks
|
||||
Tick = function()
|
||||
if BadGuy.PowerState ~= "Normal" then
|
||||
PowerDownTeslas()
|
||||
end
|
||||
|
||||
if Greece.HasNoRequiredUnits() and UnitsArrived then
|
||||
USSR.MarkCompletedObjective(EscapeWithSub)
|
||||
end
|
||||
|
||||
if Ticked > 0 then
|
||||
if (Ticked % DateTime.Seconds(1)) == 0 then
|
||||
Timer = UserInterface.GetFluentMessage("submarine-construction-complete-in", { ["time"] = Utils.FormatTime(Ticked) })
|
||||
UserInterface.SetMissionText(Timer, TimerColor)
|
||||
end
|
||||
Ticked = Ticked - 1
|
||||
elseif Ticked == 0 and not TimerFinished then
|
||||
FinishTimer()
|
||||
MissileSubEscape()
|
||||
TimerFinished = true
|
||||
end
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
BadGuy = Player.GetPlayer("BadGuy")
|
||||
|
||||
EscapeWithSub = AddPrimaryObjective(USSR, "")
|
||||
StopProduction = AddPrimaryObjective(Greece, "destroy-soviet-sub-pen")
|
||||
PowerDownTeslaCoils = AddPrimaryObjective(Greece, "power-down-tesla-coils")
|
||||
|
||||
InitObjectives(Greece)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), function()
|
||||
Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), function()
|
||||
Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(9), function()
|
||||
Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(11), function()
|
||||
Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
TimerColor = USSR.Color
|
||||
Chalk1 = Actor.Create("chalk1", false, { Owner = Greece })
|
||||
Chalk2 = Actor.Create("chalk2", false, { Owner = Greece })
|
||||
Chalk3 = Actor.Create("chalk3", false, { Owner = Greece })
|
||||
MissionStart()
|
||||
SetupTriggers()
|
||||
end
|
||||
69
mods/ra/maps/production-disruption/rules.yaml
Normal file
69
mods/ra/maps/production-disruption/rules.yaml
Normal file
@@ -0,0 +1,69 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: campaign.lua, utils.lua, production-disruption.lua
|
||||
MissionData:
|
||||
WinVideo: battle.vqa
|
||||
LossVideo: slntsrvc.vqa
|
||||
Briefing: briefing
|
||||
StartGameNotification:
|
||||
Notification: MissionTimerInitialised
|
||||
ScriptLobbyDropdown@difficulty:
|
||||
ID: difficulty
|
||||
Label: dropdown-difficulty.label
|
||||
Description: dropdown-difficulty.description
|
||||
Values:
|
||||
easy: options-difficulty.easy
|
||||
normal: options-difficulty.normal
|
||||
hard: options-difficulty.hard
|
||||
Default: normal
|
||||
|
||||
powerproxy.chronoshift:
|
||||
ChronoshiftPower:
|
||||
Dimensions: 1, 1
|
||||
Footprint: x
|
||||
|
||||
powerproxy.parabombs:
|
||||
AirstrikePower:
|
||||
DisplayBeacon: False
|
||||
|
||||
CHALK1:
|
||||
ParatroopersPower:
|
||||
DisplayBeacon: False
|
||||
DropItems: E1, E1, E1, E1, E1
|
||||
|
||||
CHALK2:
|
||||
ParatroopersPower:
|
||||
DisplayBeacon: False
|
||||
DropItems: E3, E3, E3, E3, MEDI
|
||||
|
||||
CHALK3:
|
||||
ParatroopersPower:
|
||||
DisplayBeacon: False
|
||||
DropItems: E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1, E1
|
||||
SquadSize: 4
|
||||
|
||||
CTNK:
|
||||
Chronoshiftable:
|
||||
ChronoshiftSound:
|
||||
|
||||
LST.Reinforcement:
|
||||
Inherits: LST
|
||||
RejectsOrders:
|
||||
-Buildable:
|
||||
-Selectable:
|
||||
RenderSprites:
|
||||
Image: lst
|
||||
Interactable:
|
||||
|
||||
MSUB:
|
||||
-Cloak:
|
||||
-GrantConditionOnDamageState@UNCLOAK:
|
||||
-Targetable@UNDERWATER:
|
||||
Targetable:
|
||||
-RequiresCondition:
|
||||
|
||||
TSLA:
|
||||
ExternalCondition@NOACTORSONSELL:
|
||||
Condition: no-actors-on-sell
|
||||
SpawnActorsOnSell:
|
||||
RequiresCondition: !no-actors-on-sell
|
||||
Reference in New Issue
Block a user