added hunt to every movement

This commit is contained in:
Alexander Boll
2015-02-09 19:34:47 +01:00
parent e4647a8333
commit 52c67aef76
2 changed files with 22 additions and 6 deletions

View File

@@ -74,7 +74,7 @@ end
DfndTriggerFunction = function()
local list = GDI.GetGroundAttackers()
Utils.Do(list, function(unit)
unit.Hunt()
IdleHunt(unit)
end)
end
@@ -127,30 +127,35 @@ Atk1Movement = function(unit)
Utils.Do(Atk1Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Atk2Movement = function(unit)
Utils.Do(Atk2Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Atk3Movement = function(unit)
Utils.Do(Atk3Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Atk4Movement = function(unit)
Utils.Do(Atk4Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Pat1Movement = function(unit)
Utils.Do(Pat1Waypoints, function(waypoint)
unit.Move(waypoint.Location)
end)
IdleHunt(unit)
end
WorldLoaded = function()
@@ -246,7 +251,6 @@ checkProduction = function(player)
for i = 1, unitsToProduce, 1 do
UnitsType[i] = UnitToRebuild
end
Barracks.Build(UnitsType)
end
end
@@ -262,3 +266,9 @@ getStartUnits = function()
end
end)
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end

View File

@@ -74,26 +74,26 @@ end
HuntTriggerFunction = function()
local list = GDI.GetGroundAttackers()
Utils.Do(list, function(unit)
unit.Hunt()
IdleHunt(unit)
end)
end
Gdi5Movement = function(unit)
unit.Hunt()
IdleHunt(unit)
end
Gdi1Movement = function(unit)
Utils.Do(Gdi1Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
unit.Hunt()
IdleHunt(unit)
end
Gdi3Movement = function(unit)
Utils.Do(Gdi3Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
unit.Hunt()
IdleHunt(unit)
end
WorldLoaded = function()
@@ -232,4 +232,10 @@ end
InsertNodUnits = function()
Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end