Fix evacuated civilians not staying at the GDI base
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committed by
Matthias Mailänder
parent
dcf7b6b3f6
commit
274bf06eae
@@ -311,7 +311,7 @@ Actors:
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waypoint10: waypoint
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Location: 45,28
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Owner: Neutral
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waypoint9: waypoint
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GDIBase: waypoint
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Location: 52,22
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Owner: Neutral
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waypoint8: waypoint
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@@ -21,11 +21,11 @@ Civilians = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6,
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TargetActors = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 }
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Apc2Trigger = { GDIGunner1, GDIGunner2, GDIGunner3 }
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Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, waypoint9.Location }
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Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, GDIBase.Location }
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Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 }
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Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, waypoint9 }
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FlightRouteTop = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, waypoint9 }
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FlightRouteBottom = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, waypoint9 }
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Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, GDIBase }
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FlightRouteTop = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, GDIBase }
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FlightRouteBottom = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, GDIBase }
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Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 }
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WorldLoaded = function()
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@@ -50,7 +50,19 @@ WorldLoaded = function()
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if a.Owner == Nod then
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if not CiviliansEvacuated then
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CiviliansEvacuated = true
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MoveAndHunt(Civilians, FlightRouteBottom)
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Utils.Do(Civilians, function(civ)
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Utils.Do(FlightRouteBottom, function(waypoint)
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civ.Move(waypoint.Location)
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end)
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Trigger.OnIdle(civ, function()
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if civ.Location == GDIBase.Location then
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Trigger.Clear(civ, "OnIdle")
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else
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civ.Move(GDIBase.Location)
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end
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end)
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end)
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end
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Trigger.RemoveFootprintTrigger(id)
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@@ -61,7 +73,19 @@ WorldLoaded = function()
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if a.Owner == Nod then
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if not CiviliansEvacuated then
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CiviliansEvacuated = true
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MoveAndHunt(Civilians, FlightRouteTop)
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Utils.Do(Civilians, function(civ)
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Utils.Do(FlightRouteTop, function(waypoint)
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civ.Move(waypoint.Location)
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end)
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Trigger.OnIdle(civ, function()
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if civ.Location == GDIBase.Location then
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Trigger.Clear(civ, "OnIdle")
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else
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civ.Move(GDIBase.Location)
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end
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end)
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end)
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end
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Trigger.RemoveFootprintTrigger(id)
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