Fix bogus paradropping in survival01

This commit is contained in:
abcdefg30
2015-07-18 13:45:48 +02:00
parent df02604a9a
commit 3e7134ae6b
2 changed files with 11 additions and 15 deletions

View File

@@ -1252,6 +1252,10 @@ Rules:
powerproxy.paratroopers:
ParatroopersPower:
DropItems: E1,E1,E1,E2,E2
powerproxy.allied:
Inherits: powerproxy.paratroopers
ParatroopersPower:
DropItems: ARTY,ARTY,ARTY
CAMERA.sam:
Inherits: CAMERA
RevealsShroud:
@@ -1261,12 +1265,6 @@ Rules:
RevealsShroud:
Range: 1000
ARTY:
Parachutable:
KilledOnImpassableTerrain: false
WithParachute:
UpgradeTypes: parachute
UpgradeMinEnabledLevel: 1
Image: parach
UpgradeManager:
BodyOrientation:
AFLD.mission:

View File

@@ -28,7 +28,6 @@ else --Difficulty == "Hard"
LongBowReinforcements = { "heli" }
end
AlliedArtilleryParadrops = { "arty", "arty", "arty" }
AlliedAirReinforcementsWaypoints =
{
{ AirReinforcementsEntry1.Location, AirReinforcementsEntry2.Location },
@@ -279,21 +278,20 @@ TimerExpired = function()
end
end
DropAlliedArtillery = function(table)
local plane = Actor.Create("badr", true, { Owner = allies, Location = table[1] })
Utils.Do(AlliedArtilleryParadrops, function(type)
local unit = Actor.Create(type, false, { Owner = allies })
plane.LoadPassenger(unit)
end)
plane.Paradrop(table[2])
DropAlliedArtillery = function(facing, dropzone)
local proxy = Actor.Create("powerproxy.allied", true, { Owner = allies })
proxy.SendParatroopers(dropzone, false, facing)
proxy.Destroy()
end
SendLongBowReinforcements = function()
Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[1])
Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[2])
if ParadropArtillery then
DropAlliedArtillery({ Utils.Random(AlliedAirReinforcementsWaypoints)[1], Alliesbase.Location })
local facing = Utils.RandomInteger(Facing.NorthWest, Facing.SouthWest)
DropAlliedArtillery(facing, Alliesbase.CenterPosition)
end
end