fix d2k production queues
ClassicProductionQueue gets support for new notification system d2k now uses the ClassicProductionQueue system to avoid spamming Starport has cheaper threshold prices adds a new production queue but has long delivery times also no starport price fluctuation to improve balancing
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@@ -24,11 +24,11 @@ namespace OpenRA.Mods.RA
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public float BuildSpeed = 0.4f;
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public readonly int LowPowerSlowdown = 3;
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public readonly string ReadyAudio = "unitrdy1.aud";
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public readonly string BlockedAudio = "nobuild1.aud";
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public readonly string QueuedAudio = "train1.aud";
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public readonly string OnHoldAudio = "onhold1.aud";
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public readonly string CancelledAudio = "cancld1.aud";
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public readonly string ReadyAudio = "UnitReady";
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public readonly string BlockedAudio = "NoBuild";
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public readonly string QueuedAudio = "Training";
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public readonly string OnHoldAudio = "OnHold";
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public readonly string CancelledAudio = "Cancelled";
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public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
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}
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@@ -211,17 +211,15 @@ namespace OpenRA.Mods.RA
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if (isBuilding && !hasPlayedSound)
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{
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Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
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hasPlayedSound = true;
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hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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}
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else if (!isBuilding)
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{
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if (BuildUnit(order.TargetString))
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Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
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Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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else if (!hasPlayedSound && time > 0)
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{
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Sound.PlayToPlayer(order.Player, Info.BlockedAudio);
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hasPlayedSound = true;
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hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
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}
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}
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})));
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