Fix infantry freezing death animations in Top o' the World mission.
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@@ -285,59 +285,59 @@ WorldLoaded = function()
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--Units Death Setup
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--Units Death Setup
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Trigger.AfterDelay(DateTime.Seconds(660), function()
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Trigger.AfterDelay(DateTime.Seconds(660), function()
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Utils.Do(USSRDie01, function(actor)
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Utils.Do(USSRDie01, function(actor)
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if not actor.IsDead then actor.Kill() end
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if not actor.IsDead then actor.Kill("DefaultDeath") end
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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.AfterDelay(DateTime.Seconds(744), function()
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Trigger.AfterDelay(DateTime.Seconds(744), function()
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Utils.Do(USSRDie02, function(actor)
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Utils.Do(USSRDie02, function(actor)
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if not actor.IsDead then actor.Kill() end
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if not actor.IsDead then actor.Kill("DefaultDeath") end
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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.AfterDelay(DateTime.Seconds(1122), function()
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Trigger.AfterDelay(DateTime.Seconds(1122), function()
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if not USSRHTank03.IsDead then USSRHTank03.Kill() end
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if not USSRHTank03.IsDead then USSRHTank03.Kill("DefaultDeath") end
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(1230), function()
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Trigger.AfterDelay(DateTime.Seconds(1230), function()
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Utils.Do(USSRDie03, function(actor)
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Utils.Do(USSRDie03, function(actor)
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if not actor.IsDead then actor.Kill() end
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if not actor.IsDead then actor.Kill("DefaultDeath") end
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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.AfterDelay(DateTime.Seconds(1338), function()
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Trigger.AfterDelay(DateTime.Seconds(1338), function()
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Utils.Do(USSRDie04, function(actor)
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Utils.Do(USSRDie04, function(actor)
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if not actor.IsDead then actor.Kill() end
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if not actor.IsDead then actor.Kill("DefaultDeath") end
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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.AfterDelay(DateTime.Seconds(1416), function()
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Trigger.AfterDelay(DateTime.Seconds(1416), function()
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Utils.Do(USSRDie05, function(actor)
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Utils.Do(USSRDie05, function(actor)
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if not actor.IsDead then actor.Kill() end
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if not actor.IsDead then actor.Kill("DefaultDeath") end
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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.AfterDelay(DateTime.Seconds(1668), function()
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Trigger.AfterDelay(DateTime.Seconds(1668), function()
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if not USSRV201.IsDead then USSRV201.Kill() end
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if not USSRV201.IsDead then USSRV201.Kill("DefaultDeath") end
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(1746), function()
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Trigger.AfterDelay(DateTime.Seconds(1746), function()
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Utils.Do(USSRDie06, function(actor)
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Utils.Do(USSRDie06, function(actor)
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if not actor.IsDead then actor.Kill() end
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if not actor.IsDead then actor.Kill("DefaultDeath") end
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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.AfterDelay(DateTime.Seconds(2034), function()
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Trigger.AfterDelay(DateTime.Seconds(2034), function()
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if not USSRMTank02.IsDead then USSRMTank02.Kill() end
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if not USSRMTank02.IsDead then USSRMTank02.Kill("DefaultDeath") end
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2142), function()
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Trigger.AfterDelay(DateTime.Seconds(2142), function()
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if not USSRMTank01.IsDead then USSRMTank01.Kill() end
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if not USSRMTank01.IsDead then USSRMTank01.Kill("DefaultDeath") end
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end)
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end)
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Trigger.OnTimerExpired(function()
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Trigger.OnTimerExpired(function()
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if not ObjectiveTruck01.IsDead then
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if not ObjectiveTruck01.IsDead then
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ObjectiveTruck01.Kill()
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ObjectiveTruck01.Kill("DefaultDeath")
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-- Set the limit to one so that the timer displays 0 and never ends
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-- Set the limit to one so that the timer displays 0 and never ends
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-- (which would display the game time instead of 0)
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-- (which would display the game time instead of 0)
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