Created
December 21, 2019 11:30
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--cameras = { CAMERA_NOD_CABAL, CAMERA_MUTANT_CABAL, CAMERA_SCRIN_GDI } | |
MutantBusGuys = { marauder, marauder, marauder, marauder, mutfiend } | |
GDIPatrol1 = { GDIPatrolA1.Location, GDIPatrolA2.Location } | |
GDIPatrol2 = { GDIPatrolB1.Location, GDIPatrolB2.Location } | |
GDIPatrol3 = { GDIPatrolC1.Location, GDIPatrolC2.Location } | |
NodPatrol1 = { NodPatrolA1.Location, NodPatrolA2.Location } | |
NodPatrol2 = { NodPatrolB1.Location, NodPatrolB2.Location } | |
NodPatrol3 = { NodPatrolC1.Location, NodPatrolC2.Location } | |
NodPatrol4 = { NodPatrolD1.Location, NodPatrolD2.Location } | |
NodPatrol5 = { NodPatrolE1.Location, NodPatrolE2.Location } | |
NodPatrol6 = { NodPatrolF1.Location, NodPatrolF2.Location } | |
ScrinPatrol1 = { ScrinPatrolA1.Location, ScrinPatrolA2.Location } | |
ScrinPatrol2 = { ScrinPatrolB1.Location, ScrinPatrolB2.Location, ScrinPatrolB3.Location } | |
MutantPatrol1 = { MutantPatrolA1.Location, MutantPatrolA2.Location, MutantPatrolA3.Location, MutantPatrolA2.Location } | |
SpawnPartrollers = function() | |
local marine1 = Actor.Create("gdie1", true, { Owner = gdi, Location = GDIPatrol1[1], SubCell = 1 }) | |
local phlanx1 = Actor.Create("grenadier", true, { Owner = gdi, Location = GDIPatrol1[1], SubCell = 2 }) | |
local marine2 = Actor.Create("gdie1", true, { Owner = gdi, Location = GDIPatrol2[1], SubCell = 1 }) | |
local phlanx2 = Actor.Create("grenadier", true, { Owner = gdi, Location = GDIPatrol2[1], SubCell = 2 }) | |
local wolverine1 = Actor.Create("grenadier", true, { Owner = gdi, Location = GDIPatrol3[1] }) | |
Patrol2A(marine1, GDIPatrol1, DateTime.Seconds(7)) | |
Patrol2A(phlanx1, GDIPatrol1, DateTime.Seconds(7)) | |
Patrol2A(marine2, GDIPatrol2, DateTime.Seconds(7)) | |
Patrol2A(phlanx2, GDIPatrol2, DateTime.Seconds(7)) | |
Patrol2A(wolverine1, GDIPatrol3, DateTime.Seconds(6)) | |
local buggy1 = Actor.Create("bggy", true, { Owner = nod, Location = NodPatrol1[1] }) | |
local buggy2 = Actor.Create("bggy", true, { Owner = nod, Location = NodPatrol2[1] }) | |
local buggy3 = Actor.Create("rocketbggy", true, { Owner = nod, Location = NodPatrol3[1] }) | |
local buggy4 = Actor.Create("rocketbggy", true, { Owner = nod, Location = NodPatrol4[1] }) | |
local crusader1 = Actor.Create("crusader", true, { Owner = nod, Location = NodPatrol5[1], SubCell = 1 }) | |
local crusader2 = Actor.Create("crusader", true, { Owner = nod, Location = NodPatrol5[1], SubCell = 2 }) | |
local crusader3 = Actor.Create("crusader", true, { Owner = nod, Location = NodPatrol5[1], SubCell = 3 }) | |
local crusader4 = Actor.Create("crusader", true, { Owner = nod, Location = NodPatrol6[1], SubCell = 1 }) | |
local crusader5 = Actor.Create("crusader", true, { Owner = nod, Location = NodPatrol6[2], SubCell = 1 }) | |
Patrol2A(buggy1, NodPatrol1, DateTime.Seconds(7)) | |
Patrol2A(buggy2, NodPatrol2, DateTime.Seconds(7)) | |
Patrol2A(buggy3, NodPatrol3, DateTime.Seconds(6)) | |
Patrol2A(buggy4, NodPatrol4, DateTime.Seconds(6)) | |
Patrol2A(crusader1, NodPatrol5, DateTime.Seconds(5)) | |
Patrol2A(crusader2, NodPatrol5, DateTime.Seconds(5)) | |
Patrol2A(crusader3, NodPatrol5, DateTime.Seconds(5)) | |
Patrol2A(crusader4, NodPatrol6, DateTime.Seconds(3)) | |
Patrol2B(crusader5, NodPatrol6, DateTime.Seconds(3)) | |
local hovertank1 = Actor.Create("scrmbt", true, { Owner = scr, Location = ScrinPatrol1[1] }) | |
local glider1 = Actor.Create("scrglyder2", true, { Owner = scr, Location = ScrinPatrol2[1] }) | |
Patrol2A(hovertank1, ScrinPatrol1, DateTime.Seconds(5)) | |
Patrol3A(glider1, ScrinPatrol2, DateTime.Seconds(5)) | |
local fiend1 = Actor.Create("mutfiend", true, { Owner = mut, Location = MutantPatrol1[1], SubCell = 1 }) | |
local fiend2 = Actor.Create("mutfiend", true, { Owner = mut, Location = MutantPatrol1[3], SubCell = 1 }) | |
Patrol4A(fiend1, MutantPatrol1, DateTime.Seconds(9)) | |
Patrol4C(fiend2, MutantPatrol1, DateTime.Seconds(11)) | |
end | |
Patrol2A = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[1]) | |
Trigger.AfterDelay(delay, function() | |
Patrol2B(unit, waypoints, delay) | |
end) | |
end | |
Patrol2B = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[2]) | |
Trigger.AfterDelay(delay, function() | |
Patrol2A(unit, waypoints, delay) | |
end) | |
end | |
Patrol3A = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[1]) | |
Trigger.AfterDelay(delay, function() | |
Patrol3B(unit, waypoints, delay) | |
end) | |
end | |
Patrol3B = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[2]) | |
Trigger.AfterDelay(delay, function() | |
Patrol3C(unit, waypoints, delay) | |
end) | |
end | |
Patrol3C = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[3]) | |
Trigger.AfterDelay(delay, function() | |
Patrol3A(unit, waypoints, delay) | |
end) | |
end | |
Patrol4A = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[1]) | |
Trigger.AfterDelay(delay, function() | |
Patrol4B(unit, waypoints, delay) | |
end) | |
end | |
Patrol4B = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[2]) | |
Trigger.AfterDelay(delay, function() | |
Patrol4C(unit, waypoints, delay) | |
end) | |
end | |
Patrol4C = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[3]) | |
Trigger.AfterDelay(delay, function() | |
Patrol4D(unit, waypoints, delay) | |
end) | |
end | |
Patrol4D = function(unit, waypoints, delay) | |
if unit.IsDead then | |
return | |
end | |
unit.AttackMove(waypoints[4]) | |
Trigger.AfterDelay(delay, function() | |
Patrol4A(unit, waypoints, delay) | |
end) | |
end | |
MutantBusService = function() | |
Trigger.AfterDelay(DateTime.Seconds(10), function() | |
mut.Build(MutantBusGuys, function(actors) | |
local bus = Actor.Create("struck", true, { Owner = mut, Location = MutantBusEntry.Location }) | |
bus.Move(MutantBusStop.Location) | |
Trigger.AfterDelay(DateTime.Seconds(5), function() | |
Utils.Do(actors, function(actor) | |
actor.EnterTransport(bus) | |
end) | |
Trigger.AfterDelay(DateTime.Seconds(3), function() | |
bus.Move(MutantBusEntry.Location) | |
bus.Destroy() | |
MutantBusService() | |
end) | |
end) | |
end) | |
end) | |
end | |
SetWaypoints = function() | |
MutantRax.RallyPoint = MutantRaxRally.Location | |
end | |
ticks = 1250 | |
speed = 7 | |
--index = 1 | |
--interval = 250 | |
Tick = function() | |
ticks = ticks + 1 | |
--if ticks % interval == 0 then | |
-- Camera.Position = cameras[index].CenterPosition | |
-- if index + 1 > #cameras then | |
-- index = 1 | |
-- else | |
-- index = index + 1 | |
-- end | |
--end | |
local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed; | |
Camera.Position = viewportOrigin + WVec.New(46080 * math.sin(t), 35840 * math.cos(t), 0) | |
end | |
WorldLoaded = function() | |
gdi = Player.GetPlayer("GDI") | |
nod = Player.GetPlayer("Nod") | |
cab = Player.GetPlayer("Cabal") | |
mut = Player.GetPlayer("Mutants") | |
scr = Player.GetPlayer("Scrin") | |
viewportOrigin = Camera.Position | |
SpawnPartrollers() | |
MutantBusService() | |
SetWaypoints() | |
end |
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