Merge pull request #9134 from clemty/docs
minor LUA and trait documentation fixes, whitespace fixes
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@@ -11,10 +11,10 @@ GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
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GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
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NodHelis = {
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{ DateTime.Seconds(HeliDelay[1]), { NodHeliEntry.Location, NodHeliLZ1.Location }, { "e1", "e1", "e3" } },
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{ DateTime.Seconds(HeliDelay[2]), { NodHeliEntry.Location, NodHeliLZ2.Location }, { "e1", "e1", "e1", "e1" } },
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{ DateTime.Seconds(HeliDelay[3]), { NodHeliEntry.Location, NodHeliLZ3.Location }, { "e1", "e1", "e3" } }
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}
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{ DateTime.Seconds(HeliDelay[1]), { NodHeliEntry.Location, NodHeliLZ1.Location }, { "e1", "e1", "e3" } },
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{ DateTime.Seconds(HeliDelay[2]), { NodHeliEntry.Location, NodHeliLZ2.Location }, { "e1", "e1", "e1", "e1" } },
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{ DateTime.Seconds(HeliDelay[3]), { NodHeliEntry.Location, NodHeliLZ3.Location }, { "e1", "e1", "e3" } }
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}
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SendHeli = function(heli)
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units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[3], heli[2], { heli[2][1] })
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@@ -1,5 +1,5 @@
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InitialForcesA = { "bggy", "e1", "e1", "e1", "e1" }
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InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" }
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InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" }
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RifleInfantryReinforcements = { "e1", "e1" }
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RocketInfantryReinforcements = { "e3", "e3", "e3", "e3", "e3" }
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@@ -139,7 +139,7 @@ WorldLoaded = function()
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end
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Tick = function()
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if Nod.HasNoRequiredUnits() then
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if Nod.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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@@ -1,6 +1,6 @@
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NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" }
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Engineers = { "e6", "e6", "e6" }
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FirstAttackWaveUnits = { "e1", "e1", "e2" }
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FirstAttackWaveUnits = { "e1", "e1", "e2" }
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SecondAttackWaveUnits = { "e1", "e1", "e1" }
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ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
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@@ -289,7 +289,7 @@ WorldLoaded = function()
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end
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Tick = function()
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if Nod.HasNoRequiredUnits() then
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if Nod.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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@@ -169,7 +169,7 @@ WorldLoaded = function()
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end
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Tick = function()
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if Nod.HasNoRequiredUnits() then
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if Nod.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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@@ -14,7 +14,7 @@ BeachTriggerArea = { CPos.New(111, 36), CPos.New(112, 36), CPos.New(112, 37), CP
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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) }
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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) }
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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) }
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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) }
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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) }
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JeepBarrels = { JeepBarrel1, JeepBarrel2, JeepBarrel3, JeepBarrel4 }
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GuardTanks = { Heavy1, Heavy2, Heavy3 }
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CheckpointGuards = { USSRCheckpointGuard1, USSRCheckpointGuard2 }
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@@ -99,7 +99,7 @@ WorldLoaded = function()
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end)
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-- Four infantry from the small island move towards the USSR command center and attack it after 24 Seconds
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Trigger.AfterDelay(DateTime.Seconds(24), function()
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Trigger.AfterDelay(DateTime.Seconds(24), function()
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Utils.Do(CmdAtk, function(unit)
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unit.AttackMove(AttackWaypoint1.Location)
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Trigger.OnIdle(unit, unit.Hunt)
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@@ -13,7 +13,7 @@ ArmorAttack = { }
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InfReinfPath = { NRoadPoint.Location, CrossroadsPoint.Location, ToVillageRoadPoint.Location, VillagePoint.Location }
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Patrol1Path = { ToVillageRoadPoint.Location, ToBridgePoint.Location, InBasePoint.Location }
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Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, IslandPoint.Location, ToRadarBridgePoint.Location }
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Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, IslandPoint.Location, ToRadarBridgePoint.Location }
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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) }
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