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added mission nod4a #7534

Merged
merged 1 commit into from Apr 26, 2015
Merged

added mission nod4a #7534

merged 1 commit into from Apr 26, 2015

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42foobar42
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After a break, here we go again.

I think there are a few points that can be discussed on this mission.

So happy testing and I am waiting for your comments.

@obrakmann obrakmann mentioned this pull request Feb 23, 2015
8 tasks
end
end

getActors = function(owner, units)
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This should make use of the new Lua API function from #7463.

@Mailaender
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The building husks don't hide the owner row:

image

@Mailaender
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Winning and Loosing scenario seem to work properly.

@42foobar42
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I keep in mind to change the the discover trigger as soon as it is merged.

Winning scenario is killing all civilains in the north west village. It does not matter if you killed all GDI infantry.

Loosing scenrario is if you loose all your own infantry or all civilians in the south east village are killed.

@Mailaender
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#7492 has been merged.

@penev92
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penev92 commented Apr 17, 2015

I noted this on IRC at the time, but I was really close to asking about progress here because I had forgotten myself: the Has dependencies label was for #7463, not #7492. (or maybe both; point is #7463 isn't merged, so the label should come back).
Anyway, have you made any progress on this, @42foobar42 ?

local Actor = Reinforcements.Reinforce(Nod, civilian[1], civilian[2], 15, nil)
NodCiviliansActors[#NodCiviliansActors+1] = Actor[1]
end)
NodObjective2 = Nod.AddPrimaryObjective("Protect the civilians that supports Nod.")
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Typo: "[...] that support Nod."

@obrakmann
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Gameplay-wise this is fine, minus the mentioned nits. Knowing our audience, it's probably a bit hard. I don't have any good idea how to implement difficulty levels for it though, given how the mission works.

I'll look at the code when this has been rebased against #7463.

@obrakmann
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Oh, I almost forgot to mention: there's this graphical glitch, although that's most likely our fault:

screenshot from 2015-04-18 18 22 33

@42foobar42
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Hi there,
I fixed the mention points.
But the trigger OnPlayerDiscovered did not work. There is no error or something. I could not figure out what the problem is. I try to do it the same way like gdi mission 5. Obviously I overlook something.

NodCiv1: c8
Location: 46,36
Owner: NodSupporter
Health: 1
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Could you please remove those Health: 1 values here and below?

@abcdefg30
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Did you add EnemyWatcher: and AnnounceOnSeen:?

@Mailaender
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screenshot from 2015-04-18 18 22 33

Oh, I almost forgot to mention: there's this graphical glitch, although that's most likely our fault:

This can be fixed by re-ordering the actors in the map.yaml listing.

@42foobar42
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Thanks @abcdefg30 ! EnemyWatcher: and AnnounceOnSeen fixed the problem.
The other points are also fixed.

MissionObjectives:
EarlyGameOver: true
EnemyWatcher:
NotificationInterval: 25
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Note: This is ok for now, but should be removed once #7984 is merged (or the other way round).

@penev92
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penev92 commented Apr 19, 2015

To summarize: this has dependencies on #7463 and #7984. Sorry @42foobar42

@abcdefg30
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#7984 is merged now.

@42foobar42
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I removed the NotificationInterval, but I think it does not work as expected.

When my units arrive the village the trigger does not work.

-ConquestVictoryConditions:
MissionObjectives:
EarlyGameOver: true
EnemyWatcher:
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When my units arrive the village the trigger does not work.

Indeed it does, but it takes a while. To fix this,
you probably want add ScanInterval: 10 below this line (or maybe even a minor number).

And: Unintentional tab after the :.

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What is the problem here? The default rescan interval should be ~1 second, which is a compromise between discovery speed and performance, but generally should be good enough for this.

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Hm, yeah it is really not the rescan interval. I guess I'll send a patch myself, and clean some other things up as well.

@abcdefg30
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nod04a
This unit will stay at its spawn. Would be nice if you could do something agianst that.

@penev92
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penev92 commented Apr 25, 2015

#7463 has been merged and I believe there are no more dependencies now.

@abcdefg30
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I think, I fixed everything in 42foobar42#4.

@42foobar42
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Thanks @abcdefg30 . I merged your request.

Looks good to me now.

end)

Utils.Do(GcivActors, function(actor)
actor.AttackMove(waypoint7.Location)
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Damn it. I'm that silly.
We need an IsDead check here.

Utils.Do(GcivActors, function(actor)
    if not actor.IsDead then
        actor.AttackMove(waypoint7.Location)
        actor.AttackMove(waypoint8.Location)
        IdleHunt(actor)
    end
end)

@abcdefg30
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Otherwise 👍 / ✅

Polish nod04a a bit
@42foobar42
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no problem. I fixed it.

@Mailaender
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Works fine (I won, jay). ✅

Mailaender added a commit that referenced this pull request Apr 26, 2015
@Mailaender Mailaender merged commit fccbde3 into OpenRA:bleed Apr 26, 2015
@Mailaender
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Thanks!

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Changelog

@Mailaender Mailaender mentioned this pull request May 1, 2015
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6 participants