Move viewport to reinforcements location after infiltration

This commit is contained in:
Scott_NZ
2012-12-20 21:58:24 +13:00
parent 5c688370ed
commit 3371085da0

View File

@@ -128,17 +128,18 @@ namespace OpenRA.Mods.RA.Missions
if (world.FrameNumber == frameInfiltrated + 100)
{
Sound.Play("aarrivs1.aud");
Game.MoveViewport(reinforcementsUnloadPoint.Location.ToFloat2());
world.AddFrameEndTask(w => SendReinforcements());
}
else if (world.FrameNumber >= frameInfiltrated + 200)
if (world.FrameNumber == frameInfiltrated + 200)
{
Sound.Play("timergo1.aud");
destroyBaseTimer = new CountdownTimer(destroyBaseTicks, OnDestroyBaseTimerExpired, true);
destroyBaseTimerWidget = new CountdownTimerWidget(destroyBaseTimer, "Secure lab in: {0}");
Ui.Root.AddChild(destroyBaseTimerWidget);
}
if (world.FrameNumber >= frameInfiltrated + 200)
{
if (world.FrameNumber == frameInfiltrated + 200)
{
Sound.Play("timergo1.aud");
destroyBaseTimer = new CountdownTimer(destroyBaseTicks, OnDestroyBaseTimerExpired, true);
destroyBaseTimerWidget = new CountdownTimerWidget(destroyBaseTimer, "Secure lab in: {0}");
Ui.Root.AddChild(destroyBaseTimerWidget);
}
destroyBaseTimer.Tick();
}
}