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OpenRA/mods/cnc/maps/nod03a/nod03a.lua
let5sne.win10 9cf6ebb986
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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>
2026-01-10 21:46:54 +08:00

89 lines
2.6 KiB
Lua

--[[
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.
]]
NodUnits = { "bike", "e3", "e1", "bggy", "e1", "e3", "bike", "bggy" }
FirstAttackWave = { "e1", "e1", "e1", "e2", }
SecondThirdAttackWave = { "e1", "e1", "e2", }
GDIBase = { Base1, Base2, Base3, Base4, Base5, Base6, Base7 }
Humvees = { Humvee1, Humvee2 }
PatrolTeam = { Patrol1, Patrol2, Patrol3, Patrol4 }
PatrolRoute = { PatrolA.Location, PatrolB.Location }
SendAttackWave = function(units, spawnPoint)
Reinforcements.Reinforce(GDI, units, { spawnPoint }, DateTime.Seconds(1), function(actor)
IdleHunt(actor)
end)
end
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
InitObjectives(Nod)
CapturePrison = AddPrimaryObjective(Nod, "capture-prison")
DestroyGDI = AddSecondaryObjective(Nod, "destroy-gdi-forces")
Trigger.OnCapture(TechCenter, function()
Trigger.AfterDelay(DateTime.Seconds(2), function()
Nod.MarkCompletedObjective(CapturePrison)
end)
end)
Trigger.OnKilled(TechCenter, function()
Nod.MarkFailedObjective(CapturePrison)
end)
Utils.Do(PatrolTeam, function(a)
a.Patrol(PatrolRoute, true)
end)
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodUnits, { NodEntry.Location, NodRallyPoint.Location })
Trigger.AfterDelay(DateTime.Seconds(9), function()
Reinforcements.Reinforce(Nod, { "mcv" }, { NodEntry.Location, PlayerBase.Location })
end)
Trigger.AfterDelay(DateTime.Seconds(20), function() SendAttackWave(FirstAttackWave, AttackWaveSpawnA.Location) end)
Trigger.AfterDelay(DateTime.Seconds(50), function() SendAttackWave(SecondThirdAttackWave, AttackWaveSpawnB.Location) end)
Trigger.AfterDelay(DateTime.Seconds(100), function() SendAttackWave(SecondThirdAttackWave, AttackWaveSpawnC.Location) end)
Trigger.OnDamaged(GuardTower, function()
if not TowerDamaged then
TowerDamaged = true
Utils.Do(Humvees, function(unit)
IdleHunt(unit)
end)
end
end)
Trigger.OnAnyKilled(GDIBase, function()
if not BaseAttacked then
BaseAttacked = true
Utils.Do(GDI.GetGroundAttackers(), function(unit)
if not unit.IsDead then
IdleHunt(unit)
end
end)
end
end)
end
Tick = function()
if DateTime.GameTime > 2 then
if Nod.HasNoRequiredUnits() then
Nod.MarkFailedObjective(CapturePrison)
end
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(DestroyGDI)
end
end
end