Expand the documentation of Reinforce(WithTransport)
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@@ -66,7 +66,8 @@ namespace OpenRA.Mods.Common.Scripting
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"The first member of the entryPath array will be the units' spawnpoint, " +
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"while the last one will be their destination. If actionFunc is given, " +
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"it will be executed once a unit has reached its destination. actionFunc " +
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"will be called as actionFunc(Actor actor)")]
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"will be called as actionFunc(Actor actor). " +
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"Returns a table containing the deployed units.")]
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public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null)
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{
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var actors = new List<Actor>();
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@@ -107,7 +108,9 @@ namespace OpenRA.Mods.Common.Scripting
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"has reached the destination, it will unload its cargo unless a custom actionFunc has " +
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"been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
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"unless a custom exitFunc has been supplied. actionFunc will be called as " +
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"actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
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"actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport). " +
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"Returns a table in which the first value is the transport, " +
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"and the second a table containing the deployed units.")]
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public LuaTable ReinforceWithTransport(Player owner, string actorType, string[] cargoTypes, CPos[] entryPath, CPos[] exitPath = null,
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LuaFunction actionFunc = null, LuaFunction exitFunc = null)
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{
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