Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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96
mods/ra/maps/soviet-04a/soviet04a-reinforcements_teams.lua
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96
mods/ra/maps/soviet-04a/soviet04a-reinforcements_teams.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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Civs = { civ1, civ2, civ3 }
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Village = { civ1, civ2, civ3, village1, village2, village5 }
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SovietMCV = { "mcv" }
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InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" }
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Avengers = { "jeep", "1tnk", "2tnk", "2tnk", "1tnk" }
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Patrol1Group = { "jeep", "jeep", "2tnk", "2tnk" }
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Patrol2Group = { "jeep", "1tnk", "1tnk", "1tnk" }
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AlliedInfantryTypes = { "e1", "e3" }
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AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
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InfAttack = { }
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ArmorAttack = { }
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SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
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InfReinfPath = { SWRoadPoint.Location, InVillagePoint.Location }
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ArmorReinfPath = { NRoadPoint.Location, CrossroadsNorthPoint.Location }
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Patrol1Path = { NearRadarPoint.Location, ToRadarPoint.Location, InVillagePoint.Location, ToRadarPoint.Location }
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Patrol2Path = { BridgeEntrancePoint.Location, NERoadTurnPoint.Location, CrossroadsEastPoint.Location, BridgeEntrancePoint.Location }
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VillageCamArea = { CPos.New(68, 75),CPos.New(68, 76),CPos.New(68, 77),CPos.New(68, 78),CPos.New(68, 79), CPos.New(68, 80), CPos.New(68, 81), CPos.New(68, 82) }
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if Difficulty == "easy" then
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ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
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else
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ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
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end
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AttackPaths =
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{
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{ VillageEntrancePoint },
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{ BridgeEntrancePoint, NERoadTurnPoint, CrossroadsEastPoint }
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}
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ReinfInf = function()
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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end
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Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier)
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soldier.Hunt()
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end)
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end
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ReinfArmor = function()
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if not RadarDome.IsDead and RadarDome.Owner == Greece then
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RCheck = true
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, ArmorReinfPath, 0, function(soldier)
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soldier.Hunt()
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end)
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end
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end
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BringPatrol1 = function()
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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end
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local units = Reinforcements.Reinforce(Greece, Patrol1Group, { SWRoadPoint.Location }, 0)
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Utils.Do(units, function(patrols)
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patrols.Patrol(Patrol1Path, true, 250)
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end)
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Trigger.OnAllKilled(units, function()
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if Difficulty == "hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
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end
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end)
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end
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BringPatrol2 = function()
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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end
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local units = Reinforcements.Reinforce(Greece, Patrol2Group, { NRoadPoint.Location }, 0)
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Utils.Do(units, function(patrols)
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patrols.Patrol(Patrol2Path, true, 250)
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end)
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Trigger.OnAllKilled(units, function()
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if Difficulty == "hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
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end
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end)
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end
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