Made gdi04c easier to win and added cell trigger guards
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@@ -6,7 +6,7 @@ GDIReinforcementsPart1 = { "jeep", "jeep" }
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GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" }
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TownAttackWave1 = { "bggy", "bggy" }
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TownAttackWave2 = { "ltnk", "ltnk" }
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TownAttackWave3 = { "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" }
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TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" }
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TownAttackWpts = { waypoint1, waypoint2 }
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Civvie1Wpts = { waypoint3, waypoint17 }
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@@ -97,15 +97,19 @@ WorldLoaded = function()
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gdiObjective1 = player.AddPrimaryObjective("Defend the town of Bialystok")
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gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
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townAttackTrigger = false
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Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
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if a.Owner == player then
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if not townAttackTrigger and a.Owner == player then
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townAttackTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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AttackTown()
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end
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end)
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gdiReinforcementsTrigger = false
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Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
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if a.Owner == player then
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if not gdiReinforcementsTrigger and a.Owner == player then
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gdiReinforcementsTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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SendGDIReinforcements()
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end
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