2024-11-12 14:18:28 -06:00

331 lines
10 KiB
Lua

-- The Battle of Gori by F99Th-TracerFacer
_SETTINGS:SetPlayerMenuOff()
ScoreRequiredToWin = 100
BlueCurrentScore = 0
RedCurrentScore = 0
StatBlueCratesMoved = 0
StatBlueRescued = 0
StatRedArtyUnitsDead = 0
StatRedCAPDead = 0
StatBlueCAPDead = 0
PlayerClients = SET_PLAYER:New():FilterStart()
:HandleEvent( EVENTS.Crash )
function PlayerClients:OnEventCrash( EventData )
local coal = EventData.initiator:getCoalition()
local side, oside
if coal == 1 then
side = 'RED'
oside = 'BLUE'
GoriPlayerName = EventData.initiator:getPlayerName()
if GoriPlayerName ~= nil then
MESSAGE:New("\n\nA " .. side .. " player ( " .. GoriPlayerName .. " ) has crashed! " .. oside .. " Team gains 1 point!", 10, "Alert!"):ToAll()
ScoreAddBlue(1)
StatRedCAPDead = StatRedCAPDead + 1
end
elseif coal == 2 then
side = 'BLUE'
oside = 'RED'
GoriPlayerName = EventData.initiator:getPlayerName()
if GoriPlayerName ~= nil then
MESSAGE:New("\n\nA " .. side .. " player ( " .. GoriPlayerName .. " ) has crashed! " .. oside .. " Team gains 1 point!", 10, "Alert!"):ToAll()
ScoreAddRed(1)
StatBlueCAPDead = StatBlueCAPDead + 1
end
else
env.info("**** We should not have gotten here! Moose_BattleofGori.lua ****")
end
end
-- Setup Shelling Zones
local BombZone1 = ZONE_POLYGON:New("BombZone1", GROUP:FindByName( "BombZone1"))
local HighAirShellingZone = ZONE:New("HIGH AIR SHELLING ZONE")
-- Setup Arty Zone
local ArtyTemplate = { "RU_ARTY", "RU_ARTY #001", "RU_ARTY #002", "RU_ARTY_SA8", "RU_ARTY_SA9", "RU_ARTY_SA11" }
local ArtyZone = ZONE_POLYGON:New( "ARTY LOCATIONS", GROUP:FindByName( "ARTY LOCATIONS" ))
local ArtyZoneTable = { ArtyZone }
-- Setup SA10 Zone
local SA10Zone = ZONE_POLYGON:New( "SA10 LOCATIONS", GROUP:FindByName( "SA10 LOCATIONS" ))
local SA10ZoneTable = { SA10Zone }
-- Setup Arty Spawns (Thanks to GoreUncle for helping with the OnEventDead stuff :)
ArtySpawns = SPAWN:New( "Arty Force" )
:InitLimit( 60, 0 )
:InitHeading(260,280)
:InitRandomizeZones( ArtyZoneTable )
:InitRandomizeTemplate( ArtyTemplate )
:OnSpawnGroup(
function(SpawnedGroup)
SpawnedGroup:HandleEvent( EVENTS.Dead )
function SpawnedGroup:OnEventDead( EventData )
MESSAGE:New("NATO Forces have destroyed an Artillery Unit! Blue Team gets 1 point!\n\n", 10, "Alert!", true):ToAll()
ScoreAddBlue(1)
StatRedArtyUnitsDead = StatRedArtyUnitsDead + 1
end
end
):SpawnScheduled( .1, .2 )
-- Mission Status msg - used in F10 menu and when certain units are killed.
function MissionStatus(MsgTime)
MissionStatusMsg = MESSAGE:New(
"\n\n\nBlue Score: " .. BlueCurrentScore ..
"\nRed Score : " .. RedCurrentScore .. "\n\n" ..
"Required to win: " .. ScoreRequiredToWin .. "\n\n", MsgTime, "Mission Status", false):ToAll()
end
function ScoreAddBlue(AddScore)
BlueCurrentScore = BlueCurrentScore + AddScore
MissionStatus(10)
end
function ScoreAddRed(AddScore)
RedCurrentScore = RedCurrentScore + AddScore
MissionStatus(10)
end
local SA10Template = { "SA10_" }
-- Setup SA10 Spawns
SA10Spawns = SPAWN:New( "SA10_" )
:InitLimit( 24, 48 )
:InitHeading(260,280)
:InitRandomizeZones( SA10ZoneTable )
:InitRandomizeTemplate( SA10Template )
:SpawnScheduled( 500, .2 )
-- Different Schedulers are configured for different senarios. Ground Shelling, Low Air Shelling, and High Air Shelling.
-- This shelling works independantly of the actual arty units above.
-- Example:
-- ShellingScheduler = SCHEDULER:New(SchedulerObject,SchedulerFunction,SchedulerArguments,Start,Repeat,RandomizeFactor,Stop)
-- Setup Shelling Zones
local BombZone1 = ZONE_POLYGON:New("BombZone1", GROUP:FindByName( "BombZone1"))
local HighAirShellingZone = ZONE:New("HIGH AIR SHELLING ZONE")
GroundShellingScheduler = SCHEDULER:New( nil,
function()
Exp_Strength = math.random(300, 1000)
Exp_Zone = BombZone1
Blast_Location = Exp_Zone:GetRandomVec2()
Explode = COORDINATE:NewFromVec2( Blast_Location,0)
Explode:Explosion( Exp_Strength )
end, {}, 10, 15, .5
)
AirLowShellingScheduler = SCHEDULER:New( nil,
function()
Exp_Strength = math.random(300, 700)
Exp_Alt = math.random(50, 500)
Exp_Zone = BombZone1
Blast_Location = Exp_Zone:GetRandomVec2()
Explode = COORDINATE:NewFromVec2( Blast_Location, Exp_Alt)
Explode:Explosion( Exp_Strength )
end, {}, 10, 1, .2
)
-- HighAirShellingScheduler = SCHEDULER:New( nil,
--
-- function()
--
-- Exp_Strength = math.random(300, 700)
-- Exp_Alt = math.random(50, 15000)
-- Exp_Zone = HighAirShellingZone
-- Blast_Location = Exp_Zone:GetRandomVec2()
-- Explode = COORDINATE:NewFromVec2( Blast_Location, Exp_Alt)
-- Explode:Explosion( Exp_Strength )
--
--
-- end, {}, 10, 1, .8
-- )
MonitorWinCondition = SCHEDULER:New( nil,
function()
if BlueCurrentScore >= ScoreRequiredToWin then
MsgTime = 218
MESSAGE:New("NATO Forces have won the day!!\n\nMission will restart shortly.\n\n", MsgTime, "Winner!", true):ToAll()
MissionStatus(MsgTime)
MsgScorePercent(MsgTime)
trigger.action.setUserFlag(66, true)
end
if RedCurrentScore >= ScoreRequiredToWin then
MsgTime = 218
MESSAGE:New("Russian Forces have won the day!!\n\nMission will restart shortly.\n\n", MsgTime, "Winner!", true):ToAll()
MissionStatus(MsgTime)
MsgScorePercent(MsgTime)
trigger.action.setUserFlag(66, true)
end
end, {}, 10, 1, 0
)
function MsgScorePercent(MsgTime)
MESSAGE:New("\n\n\nRed:\n" ..
"------Blue Shot Down: " .. StatBlueCAPDead .. "%\n\n" ..
"Blue:\n" ..
"------Red Shot Down: " .. StatRedCAPDead .. "%\n" ..
"------Blue Crates Moved: " .. StatBlueCratesMoved .. "%\n" ..
"------Blue Rescues: " .. StatBlueRescued .. "%\n\n", MsgTime, "Stat Breakdown Percentages", false):ToAll()
end
SEAD_RU_SAM_Defenses = SEAD:New( {
'SA10_#001',
'SA10_#002',
'SA10_#003',
'SA10_#004',
'RU_AAA #001',
'RU_AAA #002',
'RU_AAA #003',
'RU_AAA #004',
'RU_AAA #005',
'RED EWR #003'
} )
-----------Spawn AWACS------------------------------
Spawn_BlueEWR = SPAWN:New("BLUE EWR"):InitLimit( 1, 50 )
:InitRepeatOnEngineShutDown()
:InitCleanUp(120)
:SpawnScheduled(300,.3)
Spawn_RedEWR = SPAWN:New("RED EWR"):InitLimit( 1, 50 )
:InitRepeatOnEngineShutDown()
:InitCleanUp(120)
:SpawnScheduled(300,.4)
Spawn_Blue135 = SPAWN:New("Shell SHL 42 X 253"):InitLimit( 1, 50 )
:InitRepeatOnEngineShutDown()
:InitCleanUp(120)
:SpawnScheduled(300,.3)
Spawn_Blue135MPRS = SPAWN:New("Texaco TEX 41 X 252"):InitLimit( 1, 50 )
:InitRepeatOnEngineShutDown()
:InitCleanUp(120)
:SpawnScheduled(300,.3)
--Setup the BLUEA2A dispatcher, and initialize it.
BLUEBorderZone = ZONE_POLYGON:New( "BLUE BORDER", GROUP:FindByName( "BLUE BORDER" ) )
BLUEA2ADispatcher = AI_A2A_GCICAP:New( { "BLUE EWR" }, { "FIGHTER SWEEP BLUE" }, { "BLUE BORDER" }, 1 )
BLUEA2ADispatcher:SetDefaultLandingAtRunway()
BLUEA2ADispatcher:SetDefaultTakeoffInAir()
BLUEA2ADispatcher:SetBorderZone( BLUEBorderZone )
BLUEA2ADispatcher:SetTacticalDisplay(false)
BLUEA2ADispatcher:SetDefaultFuelThreshold( 0.20 )
BLUEA2ADispatcher:SetRefreshTimeInterval( 300 )
--Setup the RedA2A dispatcher, and initialize it.
CCCPBorderZone = ZONE_POLYGON:New( "RED BORDER", GROUP:FindByName( "RED BORDER" ) )
RedA2ADispatcher = AI_A2A_GCICAP:New( { "RED EWR" }, { "FIGHTER SWEEP RED" }, { "RED BORDER" }, 2 )
RedA2ADispatcher:SetDefaultLandingAtRunway()
RedA2ADispatcher:SetDefaultTakeoffInAir()
RedA2ADispatcher:SetBorderZone( CCCPBorderZone )
RedA2ADispatcher:SetTacticalDisplay(false)
RedA2ADispatcher:SetDefaultFuelThreshold( 0.20 )
RedA2ADispatcher:SetRefreshTimeInterval( 300 )
--Setup the VazianiDispatcher and initialize it.
VazianiBorderZone = ZONE_POLYGON:New( "VAZIANI DEFENSE ZONE", GROUP:FindByName( "VAZIANI DEFENSE ZONE" ) )
VazianiDispatcher = AI_A2A_GCICAP:New( { "RED EWR" }, { "FIGHTER SWEEP RED" }, { "VAZIANI DEFENSE ZONE" }, 0 )
VazianiDispatcher:SetDefaultLandingAtRunway()
VazianiDispatcher:SetDefaultTakeoffInAir()
VazianiDispatcher:SetBorderZone( VazianiBorderZone )
VazianiDispatcher:SetTacticalDisplay(false)
VazianiDispatcher:SetDefaultFuelThreshold( 0.20 )
VazianiDispatcher:SetRefreshTimeInterval( 60 )
VazianiDispatcher:SetDefaultOverhead(2)
--Setup the Kutasi Dispatcher and initialize it.
KutasiBorderZone = ZONE_POLYGON:New( "KUTASI DEFENSE ZONE", GROUP:FindByName( "KUTASI DEFENSE ZONE" ) )
KutasiDispatcher = AI_A2A_GCICAP:New( { "BLUE EWR" }, { "FIGHTER SWEEP BLUE" }, { "KUTASI DEFENSE ZONE" }, 0 )
KutasiDispatcher:SetDefaultLandingAtRunway()
KutasiDispatcher:SetDefaultTakeoffInAir()
KutasiDispatcher:SetBorderZone( KutasiBorderZone )
KutasiDispatcher:SetTacticalDisplay(false)
KutasiDispatcher:SetDefaultFuelThreshold( 0.20 )
KutasiDispatcher:SetRefreshTimeInterval( 60 )
KutasiDispatcher:SetDefaultOverhead(2)
-- Random RU Troop Zones
local T1Z = ZONE_POLYGON:New("RU_TROOPS_ZONE_1", GROUP:FindByName("RU_TROOPS_ZONE_1"))
local TroopZoneTable = { T1Z, T1Z, T1Z, T1Z, T1Z, BombZone1 }
local TroopTemplate = { "RU_TROOPS #001", "RU_TROOPS #002", "RU_TROOPS #003", "RU_TROOPS #004" }
RU_TroopSpawns_Initial = SPAWN:New("Troops")
:InitLimit(150, 1000)
:InitHeading(290, 250)
:InitRandomizeTemplate( TroopTemplate )
:InitRandomizeZones( TroopZoneTable )
:SpawnScheduled( 600, .2 )
-----------US Troops------------------------------
SpawnUSTroops1 = SPAWN:New("US_INFANTRY #001")
:InitLimit( 10, 500 )
:SpawnScheduled(120, .1)
:InitRandomizeRoute( 1, 1, 800)
:InitCleanUp(120)
SpawnUSTroops2 = SPAWN:New("US_INFANTRY #002")
:InitLimit( 10, 500 )
:SpawnScheduled(120, .3)
:InitRandomizeRoute( 1, 1, 800)
:InitCleanUp(120)
SpawnUSTroops3 = SPAWN:New("US_INFANTRY #003")
:InitLimit( 10, 500 )
:SpawnScheduled(120, .2)
:InitRandomizeRoute( 1, 1, 800)
:InitCleanUp(120)