Use global idle hunt.
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abcdefg30
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b9bfbfd5ac
commit
5ed3f55ed2
@@ -63,8 +63,6 @@ OrdCarryHarvWaypoints = { ord_harvcarry_2.Location, ord_harvcarry_1.Location }
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CorCarryHarvWaypoints = { cor_harvcarry_2.Location, cor_harvcarry_1.Location }
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SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location }
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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Produce = function(house, units)
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if HoldProduction[house.Name] then
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Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)
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@@ -17,7 +17,7 @@ World:
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AllowMuteBackgroundMusic: true
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DisableWorldSounds: true
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LuaScript:
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Scripts: d2k-shellmap.lua
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Scripts: d2k-shellmap.lua, utils.lua
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^ExistsInWorld:
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-GivesExperience:
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@@ -9,12 +9,6 @@
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Difficulty = Map.LobbyOption("difficulty")
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IdleHunt = function(actor)
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if actor.HasProperty("Hunt") and not actor.IsDead then
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Trigger.OnIdle(actor, actor.Hunt)
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end
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end
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InitObjectives = function(player)
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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@@ -248,7 +248,6 @@ RunForIt = function()
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end)
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end
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IdleHunt = function(actor) if not actor.IsDead then Trigger.OnIdle(actor, actor.Hunt) end end
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SendHunters = function()
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Media.PlaySpeechNotification(USSR, "AlliedForcesApproaching")
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local Hunters1 = Reinforcements.Reinforce(Greece, HunterTeam, { ConvoyEntry.Location, TrucksStop.Location })
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