Merge pull request #10058 from abcdefg30/harv05

Fix the harvester stopping when you reach the base in gdi05
This commit is contained in:
Oliver Brakmann
2015-11-21 23:06:48 +01:00
2 changed files with 5 additions and 7 deletions

View File

@@ -128,13 +128,12 @@ DiscoverGdiBase = function(actor, discoverer)
Utils.Do(GdiBase, function(actor)
actor.Owner = player
end)
GdiHarv.FindResources()
baseDiscovered = true
gdiObjective3 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
player.MarkCompletedObjective(gdiObjective1)
Attack()
end

View File

@@ -6,7 +6,7 @@ AllToHuntTrigger =
AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location }
AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }
AutoCreateTeams =
AutoCreateTeams =
{
{ types = { e1 = 1, e3 = 3 }, route = AtkRoute2 },
{ types = { e1 = 3, e3 = 1 }, route = AtkRoute2 },
@@ -70,7 +70,6 @@ DiscoverGdiBase = function(actor, discoverer)
Utils.Do(GdiBase, function(actor)
actor.Owner = player
end)
GdiHarv.FindResources()
baseDiscovered = true
@@ -140,7 +139,7 @@ WorldLoaded = function()
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
@@ -177,9 +176,9 @@ WorldLoaded = function()
player.MarkCompletedObjective(gdiObjective2)
Actor.Create("airstrike.proxy", true, { Owner = player })
end)
Camera.Position = UnitsRally.CenterPosition
InsertGdiUnits()
end