Adjust the objectives in allies02
This commit is contained in:
@@ -7,11 +7,9 @@ JeepPath = { ReinforcementsEntryPoint.Location, ReinforcementsRallyPoint.Locatio
|
||||
TruckReinforcements = { "truk", "truk", "truk" }
|
||||
TruckPath = { TruckEntryPoint.Location, TruckRallyPoint.Location }
|
||||
|
||||
TimerTicks = DateTime.Minutes(10)
|
||||
PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathGuard6, PathGuard7, PathGuard8, PathGuard9, PathGuard10, PathGuard11, PathGuard12, PathGuard13, PathGuard14, PathGuard15 }
|
||||
|
||||
SendConstructionVehicleReinforcements = function()
|
||||
local mcv = Reinforcements.Reinforce(player, ConstructionVehicleReinforcements, ConstructionVehiclePath)[1]
|
||||
end
|
||||
TimerTicks = DateTime.Minutes(10)
|
||||
|
||||
SendJeepReinforcements = function()
|
||||
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
|
||||
@@ -20,14 +18,8 @@ end
|
||||
|
||||
RunInitialActivities = function()
|
||||
Harvester.FindResources()
|
||||
end
|
||||
|
||||
MissionAccomplished = function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end
|
||||
|
||||
MissionFailed = function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
Trigger.OnAllKilled(PathGuards, SendTrucks)
|
||||
end
|
||||
|
||||
ticked = TimerTicks
|
||||
@@ -35,12 +27,11 @@ Tick = function()
|
||||
ussr.Resources = ussr.Resources - (0.01 * ussr.ResourceCapacity / 25)
|
||||
|
||||
if ussr.HasNoRequiredUnits() then
|
||||
SendTrucks()
|
||||
player.MarkCompletedObjective(ConquestObjective)
|
||||
end
|
||||
|
||||
if player.HasNoRequiredUnits() then
|
||||
player.MarkFailedObjective(ConquestObjective)
|
||||
ussr.MarkCompletedObjective(ussrObj)
|
||||
end
|
||||
|
||||
if ticked > 0 then
|
||||
@@ -69,8 +60,11 @@ ConvoyOnSite = false
|
||||
SendTrucks = function()
|
||||
if not ConvoyOnSite then
|
||||
ConvoyOnSite = true
|
||||
|
||||
ticked = 0
|
||||
ConvoyObjective = player.AddPrimaryObjective("Escort the convoy.")
|
||||
player.MarkCompletedObjective(SecureObjective)
|
||||
|
||||
Media.PlaySpeechNotification(player, "ConvoyApproaching")
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
ConvoyUnharmed = true
|
||||
@@ -124,16 +118,23 @@ WorldLoaded = function()
|
||||
Trigger.OnObjectiveFailed(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
Trigger.OnPlayerLost(player, MissionFailed)
|
||||
Trigger.OnPlayerWon(player, MissionAccomplished)
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionFailed")
|
||||
end)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
||||
end)
|
||||
|
||||
ConquestObjective = player.AddPrimaryObjective("Secure the area.")
|
||||
ussrObj = ussr.AddPrimaryObjective("Deny the allies!")
|
||||
|
||||
SecureObjective = player.AddPrimaryObjective("Secure the convoy's path.")
|
||||
ConquestObjective = player.AddPrimaryObjective("Eliminate the entire soviet presence in this area.")
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(allies, "MissionTimerInitialised") end)
|
||||
|
||||
RunInitialActivities()
|
||||
|
||||
SendConstructionVehicleReinforcements()
|
||||
Reinforcements.Reinforce(player, ConstructionVehicleReinforcements, ConstructionVehiclePath)
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), SendJeepReinforcements)
|
||||
Trigger.AfterDelay(DateTime.Seconds(10), SendJeepReinforcements)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user