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Add Counterstrike mission Sarin Gas 1: Crackdown #15898
I took what forum user SethXXX started and tried to get it up to par. I'm skeptical of what I did with the TruckEscape routes so let me know if there's a way to combine those functions.
Counterstrike missions raise some questions on what to do regarding originality by using or not using Aftermath units. This mission and at least one Soviet Counterstrike mission uses tesla tanks but with the mobile radar jammer skin. I just went with the tesla tank here.
I also altered the starting units, starting cash, and allowed construction of mechanics for balance reasons.
I have not really looked at the code but played through it. Just found a couple of minor things.
The following should not be buildable by allies (because they can not build a tech centre):
Another thing I didn't quite get is why there are so many submarines owned by Turkey which is neutral to the player. Does their existence have a point?
Otherwise no issues found while playing the mission
As for coding efficency, why not simply use one move truck function and one send truck function?
You can then call this function with (for example):
Then the sendTruck function can be called by:
and finally the triggers look like
or something alone these lines
Not sure why but the subs are in the original map. Possibly just in for flavor.
Updated. I addressed the rest of the above comments and added a commit to remove ant/zombie production options in campaign-rules.
I'm not sure if i like the changes to the starting units, original starts with 2 Spies, 1 Minelayer and 5 Rifles. That's too different from what we have here. Also they come from out of the map, not start them preplaced.
Another thing, it seems like Advanced Power Plant wasn't available in this mission in the original. Tho considering it is T2 in OpenRA, while it was available after building a normal one. Maybe changing that isn't necessary.
Secondary objective should fail if the radar gets killed.
Updated with original starting units and re-seasoned for balance. I adjusted the second wave of reinforcements with different units per difficulty level; with hard having the original three rockets and one light tank.
The original starts the player with 3700, which is a problem for scaling. I set it at the standard 5000.
Other comments addressed as well.
I haven't finished testing this yet, but one thing that immediately caught my attention:
Even on 'Easy', the start is ridiculously harsh even compared to the original's 'Hard' (which I watched on youtube).
tl;dr: In all 3 attempts on Easy so far, my minigunners and spy got killed quickly with at least 4-5 enemy soldiers left, with the north minigunner then later also killing one and wounding another e3 from the 2nd wave as well, because I couldn't build a barracks and kill the enemies off that fast.
In my opinion, at least on 'Easy' the start should not be harder than in the original's 'Hard', meaning a) 2 of the 4 escort minigunners should run away or at least stay away far enough to not attack, and b) both the minigunner from north and grenadiers from south should arrive at least some 15-20 seconds later (and preferrably not at the same time, either), instead of all enemies from all directions coming in at once. That way, even slower players like me should be able to at least save the spy and kill more of the attackers.