Use global idle hunt.

This commit is contained in:
Matthias Mailänder
2021-10-10 22:15:17 +02:00
committed by abcdefg30
parent b9bfbfd5ac
commit 5ed3f55ed2
4 changed files with 1 additions and 10 deletions

View File

@@ -63,8 +63,6 @@ OrdCarryHarvWaypoints = { ord_harvcarry_2.Location, ord_harvcarry_1.Location }
CorCarryHarvWaypoints = { cor_harvcarry_2.Location, cor_harvcarry_1.Location }
SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
Produce = function(house, units)
if HoldProduction[house.Name] then
Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)

View File

@@ -17,7 +17,7 @@ World:
AllowMuteBackgroundMusic: true
DisableWorldSounds: true
LuaScript:
Scripts: d2k-shellmap.lua
Scripts: d2k-shellmap.lua, utils.lua
^ExistsInWorld:
-GivesExperience:

View File

@@ -9,12 +9,6 @@
Difficulty = Map.LobbyOption("difficulty")
IdleHunt = function(actor)
if actor.HasProperty("Hunt") and not actor.IsDead then
Trigger.OnIdle(actor, actor.Hunt)
end
end
InitObjectives = function(player)
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")

View File

@@ -248,7 +248,6 @@ RunForIt = function()
end)
end
IdleHunt = function(actor) if not actor.IsDead then Trigger.OnIdle(actor, actor.Hunt) end end
SendHunters = function()
Media.PlaySpeechNotification(USSR, "AlliedForcesApproaching")
local Hunters1 = Reinforcements.Reinforce(Greece, HunterTeam, { ConvoyEntry.Location, TrucksStop.Location })