From 025d5c8d0588be9ccdd4711e1312257e94d3b192 Mon Sep 17 00:00:00 2001 From: abcdefg30 Date: Fri, 6 Oct 2017 12:28:51 +0200 Subject: [PATCH] Fix the "Secure the convoy's path" objective being completed without securing a path --- mods/ra/maps/allies-02/allies02.lua | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/mods/ra/maps/allies-02/allies02.lua b/mods/ra/maps/allies-02/allies02.lua index e41cd6042d..9929ad8756 100644 --- a/mods/ra/maps/allies-02/allies02.lua +++ b/mods/ra/maps/allies-02/allies02.lua @@ -82,7 +82,10 @@ RunInitialActivities = function() Harvester.FindResources() Trigger.OnKilled(Harvester, function() HarvesterKilled = true end) - Trigger.OnAllKilled(PathGuards, SendTrucks) + Trigger.OnAllKilled(PathGuards, function() + player.MarkCompletedObjective(SecureObjective) + SendTrucks() + end) if InfantryTypes then Trigger.AfterDelay(InfantryDelay, InfantryProduction) @@ -202,7 +205,6 @@ SendTrucks = function() ticked = 0 ConvoyObjective = player.AddPrimaryObjective("Escort the convoy.") - player.MarkCompletedObjective(SecureObjective) Media.PlaySpeechNotification(player, "ConvoyApproaching") Trigger.AfterDelay(DateTime.Seconds(3), function()