some Nod triggers

This commit is contained in:
alzeih
2010-08-22 00:54:28 +12:00
committed by Paul Chote
parent c433ca77c4
commit 3f08f16b9b
3 changed files with 26 additions and 7 deletions

View File

@@ -107,8 +107,26 @@ namespace OpenRA.Mods.RA
return;
if (ticks == 0)
{
SetGunboatPath();
self.World.AddFrameEndTask(w =>
{
//Initial Nod reinforcements
foreach (var i in new[]{ "e1", "e1" })
{
var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit( Players["BadGuy"] ),
new FacingInit( 0 ),
new LocationInit ( Map.Waypoints["nod0"] ),
});
a.QueueActivity( new Move( Map.Waypoints["nod1"], 2 ) );
a.QueueActivity( new Move( Map.Waypoints["nod2"], 2 ) );
a.QueueActivity( new Move( Map.Waypoints["nod3"], 2 ) );
// Todo: Queue hunt order
}
});
}
// GoodGuy win conditions
// BadGuy is dead
int badcount = self.World.Queries.OwnedBy[Players["BadGuy"]].Count(a => a.IsInWorld && !a.IsDead());