Made gdi04c easier to win and added cell trigger guards

This commit is contained in:
Oliver Brakmann
2014-10-19 16:16:43 +02:00
parent 02fabf8ce8
commit 6a44c265e2
2 changed files with 8 additions and 22 deletions

View File

@@ -6,7 +6,7 @@ GDIReinforcementsPart1 = { "jeep", "jeep" }
GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" }
TownAttackWave1 = { "bggy", "bggy" }
TownAttackWave2 = { "ltnk", "ltnk" }
TownAttackWave3 = { "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" }
TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" }
TownAttackWpts = { waypoint1, waypoint2 }
Civvie1Wpts = { waypoint3, waypoint17 }
@@ -97,15 +97,19 @@ WorldLoaded = function()
gdiObjective1 = player.AddPrimaryObjective("Defend the town of Bialystok")
gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
townAttackTrigger = false
Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
if a.Owner == player then
if not townAttackTrigger and a.Owner == player then
townAttackTrigger = true
Trigger.RemoveFootprintTrigger(id)
AttackTown()
end
end)
gdiReinforcementsTrigger = false
Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
if a.Owner == player then
if not gdiReinforcementsTrigger and a.Owner == player then
gdiReinforcementsTrigger = true
Trigger.RemoveFootprintTrigger(id)
SendGDIReinforcements()
end

View File

@@ -613,7 +613,7 @@ Actors:
Health: 1
Facing: 0
SubCell: 0
Actor155: e3
Actor155: e1
Location: 55,29
Owner: Nod
Health: 1
@@ -763,30 +763,12 @@ Actors:
Health: 1
Facing: 0
SubCell: 4
Actor180: e3
Location: 27,24
Owner: Nod
Health: 1
Facing: 0
SubCell: 3
Actor181: e3
Location: 27,25
Owner: Nod
Health: 1
Facing: 0
SubCell: 2
Actor182: e3
Location: 26,25
Owner: Nod
Health: 1
Facing: 0
SubCell: 2
Actor183: e3
Location: 50,28
Owner: Nod
Health: 1
Facing: 160
SubCell: 3
Actor184: e3
Location: 56,29
Owner: Nod