From 2bbc1fcda4cd6593b8184eb729f1616feed4877e Mon Sep 17 00:00:00 2001 From: clemty Date: Mon, 24 Aug 2015 19:41:15 +0200 Subject: [PATCH] LUA and trait documentation fixes - Typo in documentation ("proximitry"). - Add spaces between sentences. - Remove most occurrences of " " (two spaces) unless clearly used as indendation - Punctuation (although no fullstop after filenames like "notifications.yaml"). --- OpenRA.Game/Map/CellLayer.cs | 2 +- .../Scripting/Global/BeaconGlobal.cs | 4 +-- .../Scripting/Global/CoordinateGlobals.cs | 2 +- .../Scripting/Global/DateTimeGlobal.cs | 2 +- .../Scripting/Global/ReinforcementsGlobal.cs | 2 +- .../Scripting/Global/TriggerGlobal.cs | 26 +++++++++---------- .../Scripting/Properties/CombatProperties.cs | 2 +- .../Properties/MissionObjectiveProperties.cs | 2 +- .../Scripting/Properties/MobileProperties.cs | 2 +- .../Scripting/Properties/PlayerProperties.cs | 2 +- .../Properties/ProductionProperties.cs | 12 ++++----- OpenRA.Mods.Common/Traits/Buildings/Bridge.cs | 2 +- OpenRA.Mods.Common/Traits/C4Demolition.cs | 2 +- .../Traits/EmitInfantryOnSell.cs | 2 +- .../Traits/Render/WithDecoration.cs | 2 +- .../Traits/Upgrades/DeployToUpgrade.cs | 2 +- OpenRA.Mods.Common/Traits/Wanders.cs | 2 +- .../UtilityCommands/ExtractLuaDocsCommand.cs | 6 ++--- OpenRA.Mods.RA/Traits/SpawnActorOnDeath.cs | 2 +- mods/cnc/maps/gdi04a/gdi04a.lua | 8 +++--- mods/cnc/maps/nod01/nod01.lua | 2 +- mods/cnc/maps/nod02b/nod02b.lua | 2 +- mods/cnc/maps/nod03b/nod03b.lua | 2 +- mods/cnc/maps/nod04a/nod04a.lua | 2 +- mods/cnc/maps/nod06b/nod06b.lua | 2 +- mods/ra/maps/allies-03b/allies03b.lua | 2 +- mods/ra/maps/soviet-02a/soviet02a.lua | 2 +- .../maps/soviet-04b/reinforcements_teams.lua | 2 +- 28 files changed, 51 insertions(+), 51 deletions(-) diff --git a/OpenRA.Game/Map/CellLayer.cs b/OpenRA.Game/Map/CellLayer.cs index 6825ecb439..fe20b6966d 100644 --- a/OpenRA.Game/Map/CellLayer.cs +++ b/OpenRA.Game/Map/CellLayer.cs @@ -155,7 +155,7 @@ namespace OpenRA // Helper functions public static class CellLayer { - /// Create a new layer by resizing another layer. New cells are filled with defaultValue. + /// Create a new layer by resizing another layer. New cells are filled with defaultValue. public static CellLayer Resize(CellLayer layer, Size newSize, T defaultValue) { var result = new CellLayer(layer.Shape, newSize); diff --git a/OpenRA.Mods.Common/Scripting/Global/BeaconGlobal.cs b/OpenRA.Mods.Common/Scripting/Global/BeaconGlobal.cs index c1446c48a0..d1cdfa2553 100644 --- a/OpenRA.Mods.Common/Scripting/Global/BeaconGlobal.cs +++ b/OpenRA.Mods.Common/Scripting/Global/BeaconGlobal.cs @@ -25,9 +25,9 @@ namespace OpenRA.Mods.Common.Scripting radarPings = context.World.WorldActor.TraitOrDefault(); } - [Desc("Creates a new beacon that stays for the specified time at the specified WPos." + + [Desc("Creates a new beacon that stays for the specified time at the specified WPos. " + "Does not remove player set beacons, nor gets removed by placing them.")] - public Beacon New(Player owner, WPos position, int duration = 30 * 25, bool showRadarPings = true, string palettePrefix = "player") + public Beacon New(Player owner, WPos position, int duration = 30 * 25, bool showRadarPings = true, string palettePrefix = "player") { var playerBeacon = new Beacon(owner, position, duration, palettePrefix); owner.PlayerActor.World.AddFrameEndTask(w => w.Add(playerBeacon)); diff --git a/OpenRA.Mods.Common/Scripting/Global/CoordinateGlobals.cs b/OpenRA.Mods.Common/Scripting/Global/CoordinateGlobals.cs index cc8271074b..c082838fe7 100644 --- a/OpenRA.Mods.Common/Scripting/Global/CoordinateGlobals.cs +++ b/OpenRA.Mods.Common/Scripting/Global/CoordinateGlobals.cs @@ -67,7 +67,7 @@ namespace OpenRA.Mods.Common.Scripting [Desc("Create a new WDist.")] public WDist New(int r) { return new WDist(r); } - [Desc("Create a new WDist by cell distance")] + [Desc("Create a new WDist by cell distance.")] public WDist FromCells(int numCells) { return WDist.FromCells(numCells); } } diff --git a/OpenRA.Mods.Common/Scripting/Global/DateTimeGlobal.cs b/OpenRA.Mods.Common/Scripting/Global/DateTimeGlobal.cs index c9cbb6d1d4..da58c156dc 100644 --- a/OpenRA.Mods.Common/Scripting/Global/DateTimeGlobal.cs +++ b/OpenRA.Mods.Common/Scripting/Global/DateTimeGlobal.cs @@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Scripting get { return DateTime.Today.Month == 10 && DateTime.Today.Day == 31; } } - [Desc("Get the current game time (in ticks)")] + [Desc("Get the current game time (in ticks).")] public int GameTime { get { return Context.World.WorldTick; } diff --git a/OpenRA.Mods.Common/Scripting/Global/ReinforcementsGlobal.cs b/OpenRA.Mods.Common/Scripting/Global/ReinforcementsGlobal.cs index c4bd7145cd..9472e0315f 100644 --- a/OpenRA.Mods.Common/Scripting/Global/ReinforcementsGlobal.cs +++ b/OpenRA.Mods.Common/Scripting/Global/ReinforcementsGlobal.cs @@ -63,7 +63,7 @@ namespace OpenRA.Mods.Common.Scripting [Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " + "The first member of the entryPath array will be the units' spawnpoint, " + - "while the last one will be their destination. If actionFunc is given, " + + "while the last one will be their destination. If actionFunc is given, " + "it will be executed once a unit has reached its destination. actionFunc " + "will be called as actionFunc(Actor actor)")] public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null) diff --git a/OpenRA.Mods.Common/Scripting/Global/TriggerGlobal.cs b/OpenRA.Mods.Common/Scripting/Global/TriggerGlobal.cs index ce59eb99fc..ac2d4b55db 100644 --- a/OpenRA.Mods.Common/Scripting/Global/TriggerGlobal.cs +++ b/OpenRA.Mods.Common/Scripting/Global/TriggerGlobal.cs @@ -283,8 +283,8 @@ namespace OpenRA.Mods.Common.Scripting } } - [Desc("Call a function when a ground-based actor enters this cell footprint." + - "Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." + + [Desc("Call a function when a ground-based actor enters this cell footprint. " + + "Returns the trigger id for later removal using RemoveFootprintTrigger(int id). " + "The callback function will be called as func(Actor a, int id).")] public int OnEnteredFootprint(CPos[] cells, LuaFunction func) { @@ -309,8 +309,8 @@ namespace OpenRA.Mods.Common.Scripting return triggerId; } - [Desc("Call a function when a ground-based actor leaves this cell footprint." + - "Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." + + [Desc("Call a function when a ground-based actor leaves this cell footprint. " + + "Returns the trigger id for later removal using RemoveFootprintTrigger(int id). " + "The callback function will be called as func(Actor a, int id).")] public int OnExitedFootprint(CPos[] cells, LuaFunction func) { @@ -341,8 +341,8 @@ namespace OpenRA.Mods.Common.Scripting Context.World.ActorMap.RemoveCellTrigger(id); } - [Desc("Call a function when an actor enters this range." + - "Returns the trigger id for later removal using RemoveProximityTrigger(int id)." + + [Desc("Call a function when an actor enters this range. " + + "Returns the trigger id for later removal using RemoveProximityTrigger(int id). " + "The callback function will be called as func(Actor a, int id).")] public int OnEnteredProximityTrigger(WPos pos, WDist range, LuaFunction func) { @@ -367,8 +367,8 @@ namespace OpenRA.Mods.Common.Scripting return triggerId; } - [Desc("Call a function when an actor leaves this range." + - "Returns the trigger id for later removal using RemoveProximityTrigger(int id)." + + [Desc("Call a function when an actor leaves this range. " + + "Returns the trigger id for later removal using RemoveProximityTrigger(int id). " + "The callback function will be called as func(Actor a, int id).")] public int OnExitedProximityTrigger(WPos pos, WDist range, LuaFunction func) { @@ -393,7 +393,7 @@ namespace OpenRA.Mods.Common.Scripting return triggerId; } - [Desc("Removes a previously created proximitry trigger.")] + [Desc("Removes a previously created proximity trigger.")] public void RemoveProximityTrigger(int id) { Context.World.ActorMap.RemoveProximityTrigger(id); @@ -407,20 +407,20 @@ namespace OpenRA.Mods.Common.Scripting } [Desc("Call a function when this actor is discovered by an enemy or a player with a Neutral stance. " + - "The callback function will be called as func(Actor discovered, Player discoverer)")] + "The callback function will be called as func(Actor discovered, Player discoverer).")] public void OnDiscovered(Actor a, LuaFunction func) { GetScriptTriggers(a).RegisterCallback(Trigger.OnDiscovered, func, Context); } [Desc("Call a function when this player is discovered by an enemy or neutral player. " + - "The callback function will be called as func(Player discovered, Player discoverer, Actor discoveredActor)")] + "The callback function will be called as func(Player discovered, Player discoverer, Actor discoveredActor).")] public void OnPlayerDiscovered(Player discovered, LuaFunction func) { GetScriptTriggers(discovered.PlayerActor).RegisterCallback(Trigger.OnPlayerDiscovered, func, Context); } - [Desc("Removes all triggers from this actor." + + [Desc("Removes all triggers from this actor. " + "Note that the removal will only take effect at the end of a tick, " + "so you must not add new triggers at the same time that you are calling this function.")] public void ClearAll(Actor a) @@ -428,7 +428,7 @@ namespace OpenRA.Mods.Common.Scripting GetScriptTriggers(a).ClearAll(); } - [Desc("Removes the specified trigger from this actor." + + [Desc("Removes the specified trigger from this actor. " + "Note that the removal will only take effect at the end of a tick, " + "so you must not add new triggers at the same time that you are calling this function.")] public void Clear(Actor a, string triggerName) diff --git a/OpenRA.Mods.Common/Scripting/Properties/CombatProperties.cs b/OpenRA.Mods.Common/Scripting/Properties/CombatProperties.cs index 71b7c471c6..4177cc6107 100644 --- a/OpenRA.Mods.Common/Scripting/Properties/CombatProperties.cs +++ b/OpenRA.Mods.Common/Scripting/Properties/CombatProperties.cs @@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Scripting } [ScriptActorPropertyActivity] - [Desc("Patrol along a set of given waypoints. The action is repeated by default, " + + [Desc("Patrol along a set of given waypoints. The action is repeated by default, " + "and the actor will wait for `wait` ticks at each waypoint.")] public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0) { diff --git a/OpenRA.Mods.Common/Scripting/Properties/MissionObjectiveProperties.cs b/OpenRA.Mods.Common/Scripting/Properties/MissionObjectiveProperties.cs index 4f42bfd5f4..61c3e7c9b6 100644 --- a/OpenRA.Mods.Common/Scripting/Properties/MissionObjectiveProperties.cs +++ b/OpenRA.Mods.Common/Scripting/Properties/MissionObjectiveProperties.cs @@ -108,7 +108,7 @@ namespace OpenRA.Mods.Common.Scripting } [ScriptActorPropertyActivity] - [Desc("Returns true if this player has lost all units/actors that have" + + [Desc("Returns true if this player has lost all units/actors that have " + "the MustBeDestroyed trait (according to the short game option).")] public bool HasNoRequiredUnits() { diff --git a/OpenRA.Mods.Common/Scripting/Properties/MobileProperties.cs b/OpenRA.Mods.Common/Scripting/Properties/MobileProperties.cs index 6a66db7787..7fad4b2834 100644 --- a/OpenRA.Mods.Common/Scripting/Properties/MobileProperties.cs +++ b/OpenRA.Mods.Common/Scripting/Properties/MobileProperties.cs @@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Scripting } [ScriptActorPropertyActivity] - [Desc("Moves from outside the world into the cell grid")] + [Desc("Moves from outside the world into the cell grid.")] public void MoveIntoWorld(CPos cell) { Self.QueueActivity(mobile.MoveIntoWorld(Self, cell, mobile.ToSubCell)); diff --git a/OpenRA.Mods.Common/Scripting/Properties/PlayerProperties.cs b/OpenRA.Mods.Common/Scripting/Properties/PlayerProperties.cs index 4e8bc10c99..4d2638fe0e 100644 --- a/OpenRA.Mods.Common/Scripting/Properties/PlayerProperties.cs +++ b/OpenRA.Mods.Common/Scripting/Properties/PlayerProperties.cs @@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Scripting .ToArray(); } - [Desc("Returns all living actors of the specified type of this player")] + [Desc("Returns all living actors of the specified type of this player.")] public Actor[] GetActorsByType(string type) { var result = new List(); diff --git a/OpenRA.Mods.Common/Scripting/Properties/ProductionProperties.cs b/OpenRA.Mods.Common/Scripting/Properties/ProductionProperties.cs index 335e71b9f0..a71775d62d 100644 --- a/OpenRA.Mods.Common/Scripting/Properties/ProductionProperties.cs +++ b/OpenRA.Mods.Common/Scripting/Properties/ProductionProperties.cs @@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Scripting rp = self.Trait(); } - [Desc("Query or set a factory's rally point")] + [Desc("Query or set a factory's rally point.")] public CPos RallyPoint { get { return rp.Location; } @@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Scripting pb = self.Trait(); } - [Desc("Query or set the factory's primary building status")] + [Desc("Query or set the factory's primary building status.")] public bool IsPrimaryBuilding { get { return pb.IsPrimary; } @@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Scripting return true; } - [Desc("Check whether the factory's production queue that builds this type of actor is currently busy." + + [Desc("Check whether the factory's production queue that builds this type of actor is currently busy. " + "Note: it does not check whether this particular type of actor is being produced.")] public bool IsProducing(string actorType) { @@ -202,9 +202,9 @@ namespace OpenRA.Mods.Common.Scripting [Desc("Build the specified set of actors using classic (RA-style) production queues. " + "The function will return true if production could be started, false otherwise. " + "If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " + - "production of all actors has been completed. The actors array is guaranteed to " + + "production of all actors has been completed. The actors array is guaranteed to " + "only contain alive actors. Note: This function will fail to work when called " + - "during the first tick")] + "during the first tick.")] public bool Build(string[] actorTypes, LuaFunction actionFunc = null) { var typeToQueueMap = new Dictionary(); @@ -252,7 +252,7 @@ namespace OpenRA.Mods.Common.Scripting return true; } - [Desc("Check whether the production queue that builds this type of actor is currently busy." + + [Desc("Check whether the production queue that builds this type of actor is currently busy. " + "Note: it does not check whether this particular type of actor is being produced.")] public bool IsProducing(string actorType) { diff --git a/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs b/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs index 40113e49ad..eade73b54c 100644 --- a/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs +++ b/OpenRA.Mods.Common/Traits/Buildings/Bridge.cs @@ -242,7 +242,7 @@ namespace OpenRA.Mods.Common.Traits var ds = health.DamageState; return (ds == DamageState.Dead && info.DestroyedTemplate > 0) ? info.DestroyedTemplate : - (ds >= DamageState.Heavy && info.DamagedTemplate > 0) ? info.DamagedTemplate : info.Template; + (ds >= DamageState.Heavy && info.DamagedTemplate > 0) ? info.DamagedTemplate : info.Template; } bool killedUnits = false; diff --git a/OpenRA.Mods.Common/Traits/C4Demolition.cs b/OpenRA.Mods.Common/Traits/C4Demolition.cs index a7183d3d63..32bbf157b8 100644 --- a/OpenRA.Mods.Common/Traits/C4Demolition.cs +++ b/OpenRA.Mods.Common/Traits/C4Demolition.cs @@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Traits { class C4DemolitionInfo : ITraitInfo { - [Desc("Delay to demolish the target once the C4 is planted." + + [Desc("Delay to demolish the target once the C4 is planted. " + "Measured in game ticks. Default is 1.8 seconds.")] public readonly int C4Delay = 45; diff --git a/OpenRA.Mods.Common/Traits/EmitInfantryOnSell.cs b/OpenRA.Mods.Common/Traits/EmitInfantryOnSell.cs index 4045d40cd5..dab9f58c8b 100644 --- a/OpenRA.Mods.Common/Traits/EmitInfantryOnSell.cs +++ b/OpenRA.Mods.Common/Traits/EmitInfantryOnSell.cs @@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits [Desc("Be sure to use lowercase. Default value is \"e1\".")] public readonly string[] ActorTypes = { "e1" }; - [Desc("Spawns actors only if the selling player's faction is in this list." + + [Desc("Spawns actors only if the selling player's faction is in this list. " + "Leave empty to allow all factions by default.")] public readonly string[] Factions = { }; diff --git a/OpenRA.Mods.Common/Traits/Render/WithDecoration.cs b/OpenRA.Mods.Common/Traits/Render/WithDecoration.cs index be2c4014bf..799508f887 100644 --- a/OpenRA.Mods.Common/Traits/Render/WithDecoration.cs +++ b/OpenRA.Mods.Common/Traits/Render/WithDecoration.cs @@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits [Desc("Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.")] [PaletteReference] public readonly string Palette = "chrome"; - [Desc("Point in the actor's bounding box used as reference for offsetting the decoration image." + + [Desc("Point in the actor's bounding box used as reference for offsetting the decoration image. " + "Possible values are any combination of Top, VCenter, Bottom and Left, HCenter, Right separated by a comma.")] public readonly ReferencePoints ReferencePoint = ReferencePoints.Top | ReferencePoints.Left; diff --git a/OpenRA.Mods.Common/Traits/Upgrades/DeployToUpgrade.cs b/OpenRA.Mods.Common/Traits/Upgrades/DeployToUpgrade.cs index d8afed2266..3599c9883e 100644 --- a/OpenRA.Mods.Common/Traits/Upgrades/DeployToUpgrade.cs +++ b/OpenRA.Mods.Common/Traits/Upgrades/DeployToUpgrade.cs @@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Traits [Desc("The upgrades to grant when deploying and revoke when undeploying.")] public readonly string[] Upgrades = { }; - [Desc("The terrain types that this actor can deploy on to receive these upgrades." + + [Desc("The terrain types that this actor can deploy on to receive these upgrades. " + "Leave empty to allow any.")] public readonly string[] AllowedTerrainTypes = { }; diff --git a/OpenRA.Mods.Common/Traits/Wanders.cs b/OpenRA.Mods.Common/Traits/Wanders.cs index 625b3a2055..0a45d5a72a 100644 --- a/OpenRA.Mods.Common/Traits/Wanders.cs +++ b/OpenRA.Mods.Common/Traits/Wanders.cs @@ -72,7 +72,7 @@ namespace OpenRA.Mods.Common.Traits if (++ticksIdle % info.TicksToWaitBeforeReducingMoveRadius == 0) effectiveMoveRadius--; - return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop + return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop } ticksIdle = 0; diff --git a/OpenRA.Mods.Common/UtilityCommands/ExtractLuaDocsCommand.cs b/OpenRA.Mods.Common/UtilityCommands/ExtractLuaDocsCommand.cs index bbb3e70195..e95baff556 100644 --- a/OpenRA.Mods.Common/UtilityCommands/ExtractLuaDocsCommand.cs +++ b/OpenRA.Mods.Common/UtilityCommands/ExtractLuaDocsCommand.cs @@ -41,9 +41,9 @@ namespace OpenRA.Mods.Common.UtilityCommands "* Global tables provide functions for interacting with the global world state, or performing general helper tasks.\n" + "They exist in the global namespace, and can be called directly using ```.```.\n" + "* Individual actors expose a collection of properties and commands that query information or modify their state.\n" + - " * Some commands, marked as queued activity, are asynchronous. Activities are queued on the actor, and will run in " + - "sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " + - "(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " + + " * Some commands, marked as queued activity, are asynchronous. Activities are queued on the actor, and will run in " + + "sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " + + "(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " + "specifies in its rule definitions.\n" + "* Individual players expose a collection of properties and commands that query information or modify their state.\n" + "The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n"); diff --git a/OpenRA.Mods.RA/Traits/SpawnActorOnDeath.cs b/OpenRA.Mods.RA/Traits/SpawnActorOnDeath.cs index ef5ea83004..ea97ee0875 100644 --- a/OpenRA.Mods.RA/Traits/SpawnActorOnDeath.cs +++ b/OpenRA.Mods.RA/Traits/SpawnActorOnDeath.cs @@ -35,7 +35,7 @@ namespace OpenRA.Mods.RA.Traits [Desc("Map player to use when 'InternalName' is defined on 'OwnerType'.")] public readonly string InternalOwner = null; - [Desc("DeathType that triggers the actor spawn." + + [Desc("DeathType that triggers the actor spawn. " + "Leave empty to spawn an actor ignoring the DeathTypes.")] public readonly string DeathType = null; diff --git a/mods/cnc/maps/gdi04a/gdi04a.lua b/mods/cnc/maps/gdi04a/gdi04a.lua index 795380b4a1..2dd2efe7cf 100644 --- a/mods/cnc/maps/gdi04a/gdi04a.lua +++ b/mods/cnc/maps/gdi04a/gdi04a.lua @@ -11,10 +11,10 @@ GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" } GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location } NodHelis = { - { DateTime.Seconds(HeliDelay[1]), { NodHeliEntry.Location, NodHeliLZ1.Location }, { "e1", "e1", "e3" } }, - { DateTime.Seconds(HeliDelay[2]), { NodHeliEntry.Location, NodHeliLZ2.Location }, { "e1", "e1", "e1", "e1" } }, - { DateTime.Seconds(HeliDelay[3]), { NodHeliEntry.Location, NodHeliLZ3.Location }, { "e1", "e1", "e3" } } - } + { DateTime.Seconds(HeliDelay[1]), { NodHeliEntry.Location, NodHeliLZ1.Location }, { "e1", "e1", "e3" } }, + { DateTime.Seconds(HeliDelay[2]), { NodHeliEntry.Location, NodHeliLZ2.Location }, { "e1", "e1", "e1", "e1" } }, + { DateTime.Seconds(HeliDelay[3]), { NodHeliEntry.Location, NodHeliLZ3.Location }, { "e1", "e1", "e3" } } +} SendHeli = function(heli) units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[3], heli[2], { heli[2][1] }) diff --git a/mods/cnc/maps/nod01/nod01.lua b/mods/cnc/maps/nod01/nod01.lua index 9476e36509..baccd441f9 100644 --- a/mods/cnc/maps/nod01/nod01.lua +++ b/mods/cnc/maps/nod01/nod01.lua @@ -1,5 +1,5 @@ InitialForcesA = { "bggy", "e1", "e1", "e1", "e1" } -InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" } +InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" } RifleInfantryReinforcements = { "e1", "e1" } RocketInfantryReinforcements = { "e3", "e3", "e3", "e3", "e3" } diff --git a/mods/cnc/maps/nod02b/nod02b.lua b/mods/cnc/maps/nod02b/nod02b.lua index c1a0f3e112..3fdbb968d3 100644 --- a/mods/cnc/maps/nod02b/nod02b.lua +++ b/mods/cnc/maps/nod02b/nod02b.lua @@ -139,7 +139,7 @@ WorldLoaded = function() end Tick = function() - if Nod.HasNoRequiredUnits() then + if Nod.HasNoRequiredUnits() then if DateTime.GameTime > 2 then GDI.MarkCompletedObjective(GDIObjective) end diff --git a/mods/cnc/maps/nod03b/nod03b.lua b/mods/cnc/maps/nod03b/nod03b.lua index 51510db360..dc3a692d43 100644 --- a/mods/cnc/maps/nod03b/nod03b.lua +++ b/mods/cnc/maps/nod03b/nod03b.lua @@ -1,6 +1,6 @@ NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" } Engineers = { "e6", "e6", "e6" } -FirstAttackWaveUnits = { "e1", "e1", "e2" } +FirstAttackWaveUnits = { "e1", "e1", "e2" } SecondAttackWaveUnits = { "e1", "e1", "e1" } ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" } diff --git a/mods/cnc/maps/nod04a/nod04a.lua b/mods/cnc/maps/nod04a/nod04a.lua index 46dadfea02..9fb97bf67f 100644 --- a/mods/cnc/maps/nod04a/nod04a.lua +++ b/mods/cnc/maps/nod04a/nod04a.lua @@ -289,7 +289,7 @@ WorldLoaded = function() end Tick = function() - if Nod.HasNoRequiredUnits() then + if Nod.HasNoRequiredUnits() then if DateTime.GameTime > 2 then GDI.MarkCompletedObjective(GDIObjective) end diff --git a/mods/cnc/maps/nod06b/nod06b.lua b/mods/cnc/maps/nod06b/nod06b.lua index 4da90d6e70..4da0780074 100644 --- a/mods/cnc/maps/nod06b/nod06b.lua +++ b/mods/cnc/maps/nod06b/nod06b.lua @@ -169,7 +169,7 @@ WorldLoaded = function() end Tick = function() - if Nod.HasNoRequiredUnits() then + if Nod.HasNoRequiredUnits() then if DateTime.GameTime > 2 then GDI.MarkCompletedObjective(GDIObjective) end diff --git a/mods/ra/maps/allies-03b/allies03b.lua b/mods/ra/maps/allies-03b/allies03b.lua index ceea0b2135..65650f60c2 100644 --- a/mods/ra/maps/allies-03b/allies03b.lua +++ b/mods/ra/maps/allies-03b/allies03b.lua @@ -14,7 +14,7 @@ BeachTriggerArea = { CPos.New(111, 36), CPos.New(112, 36), CPos.New(112, 37), CP ParadropTriggerArea = { CPos.New(81, 66), CPos.New(82, 66), CPos.New(83, 66), CPos.New(84, 66), CPos.New(85, 66), CPos.New(86, 66), CPos.New(87, 66), CPos.New(93, 64), CPos.New(94, 64), CPos.New(94, 63), CPos.New(95, 63), CPos.New(95, 62), CPos.New(96, 62), CPos.New(96, 61), CPos.New(97, 61), CPos.New(97, 60), CPos.New(98, 60), CPos.New(99, 60), CPos.New(100, 60), CPos.New(101, 60), CPos.New(102, 60), CPos.New(103, 60) } ReinforcementsTriggerArea = { CPos.New(57, 46), CPos.New(58, 46), CPos.New(66, 35), CPos.New(65, 35), CPos.New(65, 36), CPos.New(64, 36), CPos.New(64, 37), CPos.New(64, 38), CPos.New(64, 39), CPos.New(64, 40), CPos.New(64, 41), CPos.New(63, 41), CPos.New(63, 42), CPos.New(63, 43), CPos.New(62, 43), CPos.New(62, 44) } Barracks3TriggerArea = { CPos.New(69, 50), CPos.New(69, 51), CPos.New(69, 52), CPos.New(69, 53), CPos.New(69, 54), CPos.New(61, 45), CPos.New(62, 45), CPos.New(62, 46), CPos.New(62, 47), CPos.New(62, 48), CPos.New(63, 48), CPos.New(57, 46), CPos.New(58, 46) } -JeepTriggerArea = { CPos.New(75, 76), CPos.New(76, 76), CPos.New(77, 76), CPos.New(78, 76), CPos.New(79, 76), CPos.New(80, 76), CPos.New(81, 76), CPos.New(82, 76), CPos.New(91, 78), CPos.New(92, 78), CPos.New(93, 78), CPos.New(95, 84), CPos.New(96, 84), CPos.New(97, 84), CPos.New(98, 84), CPos.New(99, 84), CPos.New(100, 84) } +JeepTriggerArea = { CPos.New(75, 76), CPos.New(76, 76), CPos.New(77, 76), CPos.New(78, 76), CPos.New(79, 76), CPos.New(80, 76), CPos.New(81, 76), CPos.New(82, 76), CPos.New(91, 78), CPos.New(92, 78), CPos.New(93, 78), CPos.New(95, 84), CPos.New(96, 84), CPos.New(97, 84), CPos.New(98, 84), CPos.New(99, 84), CPos.New(100, 84) } JeepBarrels = { JeepBarrel1, JeepBarrel2, JeepBarrel3, JeepBarrel4 } GuardTanks = { Heavy1, Heavy2, Heavy3 } CheckpointGuards = { USSRCheckpointGuard1, USSRCheckpointGuard2 } diff --git a/mods/ra/maps/soviet-02a/soviet02a.lua b/mods/ra/maps/soviet-02a/soviet02a.lua index 611773deba..320c9d4c51 100644 --- a/mods/ra/maps/soviet-02a/soviet02a.lua +++ b/mods/ra/maps/soviet-02a/soviet02a.lua @@ -99,7 +99,7 @@ WorldLoaded = function() end) -- Four infantry from the small island move towards the USSR command center and attack it after 24 Seconds - Trigger.AfterDelay(DateTime.Seconds(24), function() + Trigger.AfterDelay(DateTime.Seconds(24), function() Utils.Do(CmdAtk, function(unit) unit.AttackMove(AttackWaypoint1.Location) Trigger.OnIdle(unit, unit.Hunt) diff --git a/mods/ra/maps/soviet-04b/reinforcements_teams.lua b/mods/ra/maps/soviet-04b/reinforcements_teams.lua index 6d1fd7cdd5..c88a0f7353 100644 --- a/mods/ra/maps/soviet-04b/reinforcements_teams.lua +++ b/mods/ra/maps/soviet-04b/reinforcements_teams.lua @@ -13,7 +13,7 @@ ArmorAttack = { } InfReinfPath = { NRoadPoint.Location, CrossroadsPoint.Location, ToVillageRoadPoint.Location, VillagePoint.Location } Patrol1Path = { ToVillageRoadPoint.Location, ToBridgePoint.Location, InBasePoint.Location } -Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, IslandPoint.Location, ToRadarBridgePoint.Location } +Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, IslandPoint.Location, ToRadarBridgePoint.Location } VillageCamArea = { CPos.New(37, 58),CPos.New(37, 59),CPos.New(37, 60),CPos.New(38, 60),CPos.New(39, 60), CPos.New(40, 60), CPos.New(41, 60), CPos.New(35, 57), CPos.New(34, 57), CPos.New(33, 57), CPos.New(32, 57) }