Use actor names instead of searching for actors with a type

This commit is contained in:
abcdefg30
2020-10-11 01:57:48 +02:00
committed by Matthias Mailänder
parent 1abd272862
commit 4173e40a9d
2 changed files with 15 additions and 15 deletions

View File

@@ -263,10 +263,10 @@ Actors:
Actor87: v23
Location: 9,59
Owner: Neutral
Actor92: jeep
Jeep1: jeep
Location: 51,25
Owner: GDI
Actor93: jeep
Jeep2: jeep
Location: 50,25
Owner: GDI
Actor94: jeep

View File

@@ -32,10 +32,17 @@ WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Trigger.AfterDelay(DateTime.Seconds(3), function()
Reinforcements.ReinforceWithTransport(GDI, "apc", Apc1Units, Apc1Waypoints, nil,
function(transport, cargo)
Utils.Do(cargo, IdleHunt)
end)
local apc = Actor.Create("apc", true, { Owner = GDI, Location = Apc1Waypoints[1], Cargo = Apc1Units })
Utils.Do(Apc1Waypoints, function(waypoint)
apc.AttackMove(waypoint)
end)
Trigger.OnEnteredFootprint(Apc3Trigger, function(a, id)
if a.Owner == Nod then
MoveAndHunt({ apc }, Apc3Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
end)
Trigger.OnEnteredFootprint(SouthernBridgeTrigger, function(a, id)
@@ -46,18 +53,11 @@ WorldLoaded = function()
end)
Trigger.OnDiscovered(Convoi, function()
MoveAndHunt(Utils.Take(2, GDI.GetActorsByType("jeep")), Hummer1Waypoints)
MoveAndHunt({ Jeep1, Jeep2 }, Hummer1Waypoints)
end)
Trigger.OnAllRemovedFromWorld(Apc2Trigger, function()
MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("apc")), Apc2Waypoints)
end)
Trigger.OnEnteredFootprint(Apc3Trigger, function(a, id)
if a.Owner == Nod then
MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("apc")), Apc3Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
MoveAndHunt({ Convoi }, Apc2Waypoints)
end)
Trigger.OnAllRemovedFromWorld(TargetActors, function()