Files
OpenRA/mods/ra/maps/sarin-gas-1-crackdown/crackdown.lua
let5sne.win10 9cf6ebb986
Some checks failed
Continuous Integration / Linux (.NET 8.0) (push) Has been cancelled
Continuous Integration / Windows (.NET 8.0) (push) Has been cancelled
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

161 lines
5.5 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.
]]
MammothPath = { Patrol1.Location, Patrol2.Location, Patrol3.Location, Patrol4.Location }
ConvoyTrucks = { Truck1, Truck2, Truck3, Truck4, Truck5, IntroTruck1, IntroTruck2 }
IntroTrucks = { IntroTruck1, IntroTruck2 }
TruckEscapeNorth = { EscapeNorth1, EscapeNorth2, EscapeNorth3, EscapeNorth4, EscapeNorth5, EscapeNorth6, EscapeNorth7, EscapeNorth8, EscapeNorth9, EscapeNorth10 }
TruckEscapeSouth = { EscapeSouth1, EscapeSouth2, EscapeSouth3, EscapeSouth4, EscapeSouth5 }
SovAttackStart = { StartTank, StartRifle1, StartRifle2, StartRifle3, StartRifle4 }
SovAttackStart2 = { StartRifle5, StartRifle6, StartGren }
RunAway = { IntroTruck2, StartRifle3, StartRifle4 }
GreeceRifles = { GreeceRifle1, GreeceRifle2, GreeceRifle3, GreeceRifle4, GreeceRifle5 }
CombatTeam1 = { "mnly", "spy", "spy", "mcv" }
CombatTeam2 =
{
easy = { "2tnk", "2tnk", "2tnk", "e3", "e3", "e3" },
normal = { "e3", "e3", "e3", "2tnk", "1tnk" },
hard = { "e3", "e3", "e3", "1tnk" }
}
SetupTriggers = function()
Trigger.OnInfiltrated(RadarDome, function()
Greece.MarkCompletedObjective(RadarSpyObjective)
Actor.Create("camera", true, { Owner = Greece, Location = Cam1.Location })
Actor.Create("camera", true, { Owner = Greece, Location = Cam2.Location })
Actor.Create("camera", true, { Owner = Greece, Location = Cam3.Location })
Actor.Create("camera", true, { Owner = Greece, Location = Cam4.Location })
end)
Trigger.OnKilled(RadarDome, function()
if not Greece.IsObjectiveCompleted(RadarSpyObjective) then
Greece.MarkFailedObjective(RadarSpyObjective)
end
end)
Trigger.OnAllKilled(ConvoyTrucks, function()
Greece.MarkCompletedObjective(DestroyAllTrucksObjective)
end)
end
MissionStart = function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Reinforcements.Reinforce(Greece, CombatTeam1, { TruckEscapeCenter.Location, DefaultCameraPosition.Location })
local StartCamera = Actor.Create("camera", true, { Owner = Greece, Location = DefaultCameraPosition.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
StartCamera.Destroy()
end)
end)
Utils.Do(GreeceRifles, function(actor)
actor.Move(DefaultCameraPosition.Location)
end)
Utils.Do(SovAttackStart, function(actor)
actor.AttackMove(DefaultCameraPosition.Location)
end)
Utils.Do(IntroTrucks, function(truck)
truck.Move(TruckEscapeCenter.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Utils.Do(RunAway, function(actor)
if actor.IsDead then
return
else
actor.Stop()
actor.Move(Cam4.Location)
end
end)
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
Utils.Do(SovAttackStart2, function(actor)
if actor.IsDead then
return
else
actor.AttackMove(DefaultCameraPosition.Location)
end
end)
end)
Trigger.AfterDelay(DateTime.Minutes(1), function()
CombatTeam2 = CombatTeam2[Difficulty]
Reinforcements.Reinforce(Greece, CombatTeam2, { TruckEscapeCenter.Location, DefaultCameraPosition.Location })
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
end)
end
SendPatrol = function(mammoth)
if not mammoth.IsDead then
mammoth.Patrol(MammothPath, true, 20)
end
end
MoveTruckEscapeRoute = function(truck, route)
if truck.IsDead then
return
else
Media.DisplayMessage(UserInterface.GetFluentMessage("convoy-truck-escaping"))
Media.PlaySoundNotification(Greece, "AlertBleep")
Utils.Do(route, function(waypoint)
truck.Move(waypoint.Location)
end)
Trigger.OnIdle(truck, function()
if truck.Location == route[#route].Location then
truck.Destroy()
Greece.MarkFailedObjective(DestroyAllTrucksObjective)
else
truck.Move(route[#route].Location)
end
end)
end
end
Tick = function()
USSR.Cash = 5000
BadGuy.Cash = 5000
if USSR.HasNoRequiredUnits() and BadGuy.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(KillAllObjective)
end
if Greece.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(USSRobjective)
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
InitObjectives(Greece)
DestroyAllTrucksObjective = AddPrimaryObjective(Greece, "prevent-soviet-trucks-escaping")
KillAllObjective = AddPrimaryObjective(Greece, "clear-sector-soviet-presence")
RadarSpyObjective = AddSecondaryObjective(Greece, "infiltrate-radar-reveal-escape-routes")
USSRobjective = USSR.AddObjective("")
ActivateAI()
SetupTriggers()
MissionStart()
Camera.Position = DefaultCameraPosition.CenterPosition
Trigger.AfterDelay(DateTime.Minutes(5), function() SendPatrol(PatrolMammoth) end)
Trigger.AfterDelay(DateTime.Minutes(5), function() MoveTruckEscapeRoute(Truck1, TruckEscapeNorth) end)
Trigger.AfterDelay(DateTime.Minutes(9), function() MoveTruckEscapeRoute(Truck2, TruckEscapeNorth) end)
Trigger.AfterDelay(DateTime.Minutes(12), function() MoveTruckEscapeRoute(Truck3, TruckEscapeSouth) end)
Trigger.AfterDelay(DateTime.Minutes(15), function() MoveTruckEscapeRoute(Truck4, TruckEscapeNorth) end)
Trigger.AfterDelay(DateTime.Minutes(17), function() MoveTruckEscapeRoute(Truck5, TruckEscapeSouth) end)
Trigger.AfterDelay(DateTime.Minutes(18), function() MoveTruckEscapeRoute(IntroTruck2, TruckEscapeSouth) end)
end