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Description:
7 ROUNDS LAST MAN STANDING MINIGAME
idea based on this TD map: https://resource.openra.net/maps/13826/
-> JEEP: changes weapon depending on infantry inside - also works with MEDIC and MECHANIC (heal- and repair- "weapon") - no infantry inside = no weapon
-> TD MLRS
-> MECHANIC: reusable for HUSKS
-> HUSKS stay until end of round if not captured (unable to destroy HUSKS)
-> E2: grenade reload delay 60 -> 40, vs light and heavy: 25 -> 50
-> E2 inside JEEP: burst 2, range 4c0 -> 6c0, reload delay 60 -> 40, grenade speed 136 -> 256, vs light and heavy: 25 -> 35
-> SHOK: range 6c0 -> 5c0
-> SNIPER: range 8c0
-> SNIPER inside JEEP: M60MG range 4c0 -> 5c0, vs light 30 -> 50
-> CHRONO SOLDIER: gun range 5c0, chrono range 16
-> CHRONO SOLDIER inside JEEP: M60MG range 4c0 -> 5c0, vs light 30 -> 50
-> HELI, MH60 + MIG: slow auto ammo reload and self heal
-> MH60 + MIG: additional AA missiles
-> CRUISER: 200% range
-> PARATROOPERS: capture and hold TECH building (SNIPER, MECHANIC, 2x CHRONO, 2x E3 - unable to destroy TECH building)
-> capture and hold HOSPITAL (unable to destroy HOSPITAL) - BIOLAB just decoration
round 1:
2x jeep, 1x flaktruck, 2x e2, 2x e4
round 2:
3x jeep, 1x ltnk, 2x e2, 2x e3, 2x e4, 1x medi
round 3: a10 napalm
2x jeep, 4x ltnk, 2x mech, 2x e3
round 4: a10 napalm
2x jeep, 1x apc (2x mech, 1x medi, 2x e3), 4x medium, 1x v2rl
round 5: badger parabombs
2x jeep, 2x flaktruck, 2x ltnk, 2x heavy, 1x v2rl, 1x mlrs, 2x e2, 2x e3, 2x e4, 2x mech, 1x medi, 1x mh60
round 6: badger parabombs
2x jeep, 2x flaktruck, 4x heavy, 2x mlrs, 2x e2, 2x e3, 2x e4, 2x mech, 2x medi, 1x longbow
round 7: b2b firebombs
2x jeep (2x e2), 1x jeep (sniper), 1x jeep (medi), 1x flaktruck, 1x apc (4x shok, 1x mech), 1x apc (3x e3, 1x mech, 1x medi), 1x jammer, 2x arty, 2x mammoth, 1x mig, 2x destroyer, 1x cruiser
-> memory errors, most bugs & performance issues + delivery waypoints fixed
TODO:
-> balance check for airstrikes (reload times, unit speeds, weapons etc) + all other units
-> new or different rounds?
-> different paratroopers for different rounds?
-> adding clusterbombs airstrike
-> every round new explosive barrels?
-> maybe some scripted lua "action scenes"
-> dynamic weather changes? random snow, rain, dark and bright + thunderstorm
-> music?
-> was not able to use LST for heavy unit delivery - chinook instead works
-> fix crate positions
-> no autofire on enemy HUSKS, HOSPITAL or TECH building
-> auto remove disconnected players units
"no-activity-timeout-countdown" (sometimes delayed but it will come to end a round, if necessary)
not 100% working vs AI bots! NAVAL AI seems to be the best (most other bots do nothing the first rounds) - teamgames not tested yet, FFA works fine
Edit map info
Reports of RA Top Control
Lint check for release-20250330
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