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").
This commit is contained in:
clemty
2015-08-24 19:41:15 +02:00
parent 64bbfe4121
commit 2bbc1fcda4
28 changed files with 51 additions and 51 deletions

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@@ -155,7 +155,7 @@ namespace OpenRA
// Helper functions // Helper functions
public static class CellLayer public static class CellLayer
{ {
/// <summary>Create a new layer by resizing another layer. New cells are filled with defaultValue.</summary> /// <summary>Create a new layer by resizing another layer. New cells are filled with defaultValue.</summary>
public static CellLayer<T> Resize<T>(CellLayer<T> layer, Size newSize, T defaultValue) public static CellLayer<T> Resize<T>(CellLayer<T> layer, Size newSize, T defaultValue)
{ {
var result = new CellLayer<T>(layer.Shape, newSize); var result = new CellLayer<T>(layer.Shape, newSize);

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@@ -25,9 +25,9 @@ namespace OpenRA.Mods.Common.Scripting
radarPings = context.World.WorldActor.TraitOrDefault<RadarPings>(); radarPings = context.World.WorldActor.TraitOrDefault<RadarPings>();
} }
[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.")] "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); var playerBeacon = new Beacon(owner, position, duration, palettePrefix);
owner.PlayerActor.World.AddFrameEndTask(w => w.Add(playerBeacon)); owner.PlayerActor.World.AddFrameEndTask(w => w.Add(playerBeacon));

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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.Common.Scripting
[Desc("Create a new WDist.")] [Desc("Create a new WDist.")]
public WDist New(int r) { return new WDist(r); } 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); } public WDist FromCells(int numCells) { return WDist.FromCells(numCells); }
} }

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Scripting
get { return DateTime.Today.Month == 10 && DateTime.Today.Day == 31; } 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 public int GameTime
{ {
get { return Context.World.WorldTick; } get { return Context.World.WorldTick; }

View File

@@ -63,7 +63,7 @@ namespace OpenRA.Mods.Common.Scripting
[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " + [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, " + "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 " + "it will be executed once a unit has reached its destination. actionFunc " +
"will be called as actionFunc(Actor actor)")] "will be called as actionFunc(Actor actor)")]
public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null) public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null)

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@@ -283,8 +283,8 @@ namespace OpenRA.Mods.Common.Scripting
} }
} }
[Desc("Call a function when a ground-based actor enters this cell footprint." + [Desc("Call a function when a ground-based actor enters this cell footprint. " +
"Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." + "Returns the trigger id for later removal using RemoveFootprintTrigger(int id). " +
"The callback function will be called as func(Actor a, int id).")] "The callback function will be called as func(Actor a, int id).")]
public int OnEnteredFootprint(CPos[] cells, LuaFunction func) public int OnEnteredFootprint(CPos[] cells, LuaFunction func)
{ {
@@ -309,8 +309,8 @@ namespace OpenRA.Mods.Common.Scripting
return triggerId; return triggerId;
} }
[Desc("Call a function when a ground-based actor leaves this cell footprint." + [Desc("Call a function when a ground-based actor leaves this cell footprint. " +
"Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." + "Returns the trigger id for later removal using RemoveFootprintTrigger(int id). " +
"The callback function will be called as func(Actor a, int id).")] "The callback function will be called as func(Actor a, int id).")]
public int OnExitedFootprint(CPos[] cells, LuaFunction func) public int OnExitedFootprint(CPos[] cells, LuaFunction func)
{ {
@@ -341,8 +341,8 @@ namespace OpenRA.Mods.Common.Scripting
Context.World.ActorMap.RemoveCellTrigger(id); Context.World.ActorMap.RemoveCellTrigger(id);
} }
[Desc("Call a function when an actor enters this range." + [Desc("Call a function when an actor enters this range. " +
"Returns the trigger id for later removal using RemoveProximityTrigger(int id)." + "Returns the trigger id for later removal using RemoveProximityTrigger(int id). " +
"The callback function will be called as func(Actor a, int id).")] "The callback function will be called as func(Actor a, int id).")]
public int OnEnteredProximityTrigger(WPos pos, WDist range, LuaFunction func) public int OnEnteredProximityTrigger(WPos pos, WDist range, LuaFunction func)
{ {
@@ -367,8 +367,8 @@ namespace OpenRA.Mods.Common.Scripting
return triggerId; return triggerId;
} }
[Desc("Call a function when an actor leaves this range." + [Desc("Call a function when an actor leaves this range. " +
"Returns the trigger id for later removal using RemoveProximityTrigger(int id)." + "Returns the trigger id for later removal using RemoveProximityTrigger(int id). " +
"The callback function will be called as func(Actor a, int id).")] "The callback function will be called as func(Actor a, int id).")]
public int OnExitedProximityTrigger(WPos pos, WDist range, LuaFunction func) public int OnExitedProximityTrigger(WPos pos, WDist range, LuaFunction func)
{ {
@@ -393,7 +393,7 @@ namespace OpenRA.Mods.Common.Scripting
return triggerId; return triggerId;
} }
[Desc("Removes a previously created proximitry trigger.")] [Desc("Removes a previously created proximity trigger.")]
public void RemoveProximityTrigger(int id) public void RemoveProximityTrigger(int id)
{ {
Context.World.ActorMap.RemoveProximityTrigger(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. " + [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) public void OnDiscovered(Actor a, LuaFunction func)
{ {
GetScriptTriggers(a).RegisterCallback(Trigger.OnDiscovered, func, Context); GetScriptTriggers(a).RegisterCallback(Trigger.OnDiscovered, func, Context);
} }
[Desc("Call a function when this player is discovered by an enemy or neutral player. " + [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) public void OnPlayerDiscovered(Player discovered, LuaFunction func)
{ {
GetScriptTriggers(discovered.PlayerActor).RegisterCallback(Trigger.OnPlayerDiscovered, func, Context); 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, " + "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.")] "so you must not add new triggers at the same time that you are calling this function.")]
public void ClearAll(Actor a) public void ClearAll(Actor a)
@@ -428,7 +428,7 @@ namespace OpenRA.Mods.Common.Scripting
GetScriptTriggers(a).ClearAll(); 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, " + "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.")] "so you must not add new triggers at the same time that you are calling this function.")]
public void Clear(Actor a, string triggerName) public void Clear(Actor a, string triggerName)

View File

@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Scripting
} }
[ScriptActorPropertyActivity] [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.")] "and the actor will wait for `wait` ticks at each waypoint.")]
public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0) public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0)
{ {

View File

@@ -108,7 +108,7 @@ namespace OpenRA.Mods.Common.Scripting
} }
[ScriptActorPropertyActivity] [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).")] "the MustBeDestroyed trait (according to the short game option).")]
public bool HasNoRequiredUnits() public bool HasNoRequiredUnits()
{ {

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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Scripting
} }
[ScriptActorPropertyActivity] [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) public void MoveIntoWorld(CPos cell)
{ {
Self.QueueActivity(mobile.MoveIntoWorld(Self, cell, mobile.ToSubCell)); Self.QueueActivity(mobile.MoveIntoWorld(Self, cell, mobile.ToSubCell));

View File

@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Scripting
.ToArray(); .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) public Actor[] GetActorsByType(string type)
{ {
var result = new List<Actor>(); var result = new List<Actor>();

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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Scripting
rp = self.Trait<RallyPoint>(); rp = self.Trait<RallyPoint>();
} }
[Desc("Query or set a factory's rally point")] [Desc("Query or set a factory's rally point.")]
public CPos RallyPoint public CPos RallyPoint
{ {
get { return rp.Location; } get { return rp.Location; }
@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Scripting
pb = self.Trait<PrimaryBuilding>(); pb = self.Trait<PrimaryBuilding>();
} }
[Desc("Query or set the factory's primary building status")] [Desc("Query or set the factory's primary building status.")]
public bool IsPrimaryBuilding public bool IsPrimaryBuilding
{ {
get { return pb.IsPrimary; } get { return pb.IsPrimary; }
@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Scripting
return true; 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.")] "Note: it does not check whether this particular type of actor is being produced.")]
public bool IsProducing(string actorType) 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. " + [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. " + "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 " + "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 " + "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) public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
{ {
var typeToQueueMap = new Dictionary<string, string>(); var typeToQueueMap = new Dictionary<string, string>();
@@ -252,7 +252,7 @@ namespace OpenRA.Mods.Common.Scripting
return true; 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.")] "Note: it does not check whether this particular type of actor is being produced.")]
public bool IsProducing(string actorType) public bool IsProducing(string actorType)
{ {

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@@ -242,7 +242,7 @@ namespace OpenRA.Mods.Common.Traits
var ds = health.DamageState; var ds = health.DamageState;
return (ds == DamageState.Dead && info.DestroyedTemplate > 0) ? info.DestroyedTemplate : 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; bool killedUnits = false;

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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Traits
{ {
class C4DemolitionInfo : ITraitInfo 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.")] "Measured in game ticks. Default is 1.8 seconds.")]
public readonly int C4Delay = 45; public readonly int C4Delay = 45;

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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Be sure to use lowercase. Default value is \"e1\".")] [Desc("Be sure to use lowercase. Default value is \"e1\".")]
public readonly string[] ActorTypes = { "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.")] "Leave empty to allow all factions by default.")]
public readonly string[] Factions = { }; public readonly string[] Factions = { };

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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.")] [Desc("Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.")]
[PaletteReference] public readonly string Palette = "chrome"; [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.")] "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; public readonly ReferencePoints ReferencePoint = ReferencePoints.Top | ReferencePoints.Left;

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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("The upgrades to grant when deploying and revoke when undeploying.")] [Desc("The upgrades to grant when deploying and revoke when undeploying.")]
public readonly string[] Upgrades = { }; 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.")] "Leave empty to allow any.")]
public readonly string[] AllowedTerrainTypes = { }; public readonly string[] AllowedTerrainTypes = { };

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@@ -72,7 +72,7 @@ namespace OpenRA.Mods.Common.Traits
if (++ticksIdle % info.TicksToWaitBeforeReducingMoveRadius == 0) if (++ticksIdle % info.TicksToWaitBeforeReducingMoveRadius == 0)
effectiveMoveRadius--; 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; ticksIdle = 0;

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@@ -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" + "* 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 ```<table name>.<function name>```.\n" + "They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.\n" +
"* Individual actors expose a collection of properties and commands that query information or modify their state.\n" + "* Individual actors expose a collection of properties and commands that query information or modify their state.\n" +
" * Some commands, marked as <em>queued activity</em>, are asynchronous. Activities are queued on the actor, and will run in " + " * Some commands, marked as <em>queued activity</em>, 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 " + "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 " + "(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" + "specifies in its rule definitions.\n" +
"* Individual players expose a collection of properties and commands that query information or modify their state.\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"); "The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n");

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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.RA.Traits
[Desc("Map player to use when 'InternalName' is defined on 'OwnerType'.")] [Desc("Map player to use when 'InternalName' is defined on 'OwnerType'.")]
public readonly string InternalOwner = null; 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.")] "Leave empty to spawn an actor ignoring the DeathTypes.")]
public readonly string DeathType = null; public readonly string DeathType = null;

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@@ -11,10 +11,10 @@ GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location } GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
NodHelis = { NodHelis = {
{ DateTime.Seconds(HeliDelay[1]), { NodHeliEntry.Location, NodHeliLZ1.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[2]), { NodHeliEntry.Location, NodHeliLZ2.Location }, { "e1", "e1", "e1", "e1" } },
{ DateTime.Seconds(HeliDelay[3]), { NodHeliEntry.Location, NodHeliLZ3.Location }, { "e1", "e1", "e3" } } { DateTime.Seconds(HeliDelay[3]), { NodHeliEntry.Location, NodHeliLZ3.Location }, { "e1", "e1", "e3" } }
} }
SendHeli = function(heli) SendHeli = function(heli)
units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[3], heli[2], { heli[2][1] }) units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[3], heli[2], { heli[2][1] })

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@@ -1,5 +1,5 @@
InitialForcesA = { "bggy", "e1", "e1", "e1", "e1" } InitialForcesA = { "bggy", "e1", "e1", "e1", "e1" }
InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" } InitialForcesB = { "e1", "e1", "bggy", "e1", "e1" }
RifleInfantryReinforcements = { "e1", "e1" } RifleInfantryReinforcements = { "e1", "e1" }
RocketInfantryReinforcements = { "e3", "e3", "e3", "e3", "e3" } RocketInfantryReinforcements = { "e3", "e3", "e3", "e3", "e3" }

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@@ -139,7 +139,7 @@ WorldLoaded = function()
end end
Tick = function() Tick = function()
if Nod.HasNoRequiredUnits() then if Nod.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then if DateTime.GameTime > 2 then
GDI.MarkCompletedObjective(GDIObjective) GDI.MarkCompletedObjective(GDIObjective)
end end

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@@ -1,6 +1,6 @@
NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" } NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" }
Engineers = { "e6", "e6", "e6" } Engineers = { "e6", "e6", "e6" }
FirstAttackWaveUnits = { "e1", "e1", "e2" } FirstAttackWaveUnits = { "e1", "e1", "e2" }
SecondAttackWaveUnits = { "e1", "e1", "e1" } SecondAttackWaveUnits = { "e1", "e1", "e1" }
ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" } ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }

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@@ -289,7 +289,7 @@ WorldLoaded = function()
end end
Tick = function() Tick = function()
if Nod.HasNoRequiredUnits() then if Nod.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then if DateTime.GameTime > 2 then
GDI.MarkCompletedObjective(GDIObjective) GDI.MarkCompletedObjective(GDIObjective)
end end

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@@ -169,7 +169,7 @@ WorldLoaded = function()
end end
Tick = function() Tick = function()
if Nod.HasNoRequiredUnits() then if Nod.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then if DateTime.GameTime > 2 then
GDI.MarkCompletedObjective(GDIObjective) GDI.MarkCompletedObjective(GDIObjective)
end end

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@@ -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) } 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) } 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) } 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 } JeepBarrels = { JeepBarrel1, JeepBarrel2, JeepBarrel3, JeepBarrel4 }
GuardTanks = { Heavy1, Heavy2, Heavy3 } GuardTanks = { Heavy1, Heavy2, Heavy3 }
CheckpointGuards = { USSRCheckpointGuard1, USSRCheckpointGuard2 } CheckpointGuards = { USSRCheckpointGuard1, USSRCheckpointGuard2 }

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@@ -99,7 +99,7 @@ WorldLoaded = function()
end) end)
-- Four infantry from the small island move towards the USSR command center and attack it after 24 Seconds -- 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) Utils.Do(CmdAtk, function(unit)
unit.AttackMove(AttackWaypoint1.Location) unit.AttackMove(AttackWaypoint1.Location)
Trigger.OnIdle(unit, unit.Hunt) Trigger.OnIdle(unit, unit.Hunt)

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@@ -13,7 +13,7 @@ ArmorAttack = { }
InfReinfPath = { NRoadPoint.Location, CrossroadsPoint.Location, ToVillageRoadPoint.Location, VillagePoint.Location } InfReinfPath = { NRoadPoint.Location, CrossroadsPoint.Location, ToVillageRoadPoint.Location, VillagePoint.Location }
Patrol1Path = { ToVillageRoadPoint.Location, ToBridgePoint.Location, InBasePoint.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) } 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) }