replace GDI/Nod player reference variables with player/enemy
fixes unit production in nod02a and nod02b (killed infantry wouldn't get rebuilt)
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@@ -24,7 +24,7 @@ ProdTriggerFunctionTime = DateTime.Minutes(5)
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Atk1TriggerFunction = function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do
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MyActors = Utils.Take(count, GDI.GetActorsByType(type))
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MyActors = Utils.Take(count, enemy.GetActorsByType(type))
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Utils.Do(MyActors, function(actor)
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MovementAndHunt(actor, Grd1Waypoints)
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end)
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@@ -33,7 +33,7 @@ end
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Atk2TriggerFunction = function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do
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MyActors = Utils.Take(count, GDI.GetActorsByType(type))
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MyActors = Utils.Take(count, enemy.GetActorsByType(type))
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Utils.Do(MyActors, function(actor)
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IdleHunt(actor)
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end)
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@@ -44,14 +44,14 @@ ProdTriggerFunction = function()
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local Units = AllUnits[DateTime.GameTime % #AllUnits + 1]
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Utils.Do(Units, function(UnitType)
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if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then
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if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == enemy then
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Factory.Build({UnitType})
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elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == GDI then
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elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == enemy then
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Barracks.Build({UnitType})
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end
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end)
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local list = GDI.GetGroundAttackers()
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local list = enemy.GetGroundAttackers()
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local counter = 1
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while counter <= 5 do
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counter = counter + 1
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@@ -75,40 +75,40 @@ end
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InsertNodUnits = function()
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Camera.Position = UnitsRallyRight.CenterPosition
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30)
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Reinforcements.Reinforce(Nod, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15)
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Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
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Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30)
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Reinforcements.Reinforce(player, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15)
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Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
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Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
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end
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WorldLoaded = function()
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GDI = Player.GetPlayer("GDI")
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Nod = Player.GetPlayer("Nod")
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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Trigger.OnObjectiveAdded(Nod, function(p, id)
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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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end)
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Trigger.OnObjectiveCompleted(Nod, function(p, id)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(Nod, function(p, id)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(Nod, function()
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Media.PlaySpeechNotification(Nod, "Win")
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(Nod, function()
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Media.PlaySpeechNotification(Nod, "Lose")
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI nuclear detonator.")
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NodObjective3 = Nod.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard.")
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GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")
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NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.")
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NodObjective3 = player.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard.")
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GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")
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InsertNodUnits()
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@@ -117,31 +117,31 @@ WorldLoaded = function()
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Trigger.OnAllKilled(Atk2ActorTriggerActivator, Atk2TriggerFunction)
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Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil)
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if a.Owner == player then
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Actor.Create('flare', true, { Owner = Nod, Location = waypoint10.Location })
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if a.Owner == player then
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Actor.Create('flare', true, { Owner = player, Location = waypoint10.Location })
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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NodObjective2 = Nod.AddPrimaryObjective("Move to the evacuation point.")
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Nod.MarkCompletedObjective(NodObjective1)
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if a.Owner == player then
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NodObjective2 = player.AddPrimaryObjective("Move to the evacuation point.")
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player.MarkCompletedObjective(NodObjective1)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
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if a.Owner == Nod and NodObjective2 then
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Nod.MarkCompletedObjective(NodObjective2)
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if a.Owner == player and NodObjective2 then
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player.MarkCompletedObjective(NodObjective2)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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@@ -150,16 +150,16 @@ WorldLoaded = function()
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(GDIObjective)
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if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(GDIObjective)
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end
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if DateTime.GameTime % 5 == 0 and Barracks.Owner == Nod and Factory.Owner == Nod and Yard.Owner == Nod then
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Nod.MarkCompletedObjective(NodObjective3)
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if DateTime.GameTime % 5 == 0 and Barracks.Owner == player and Factory.Owner == player and Yard.Owner == player then
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player.MarkCompletedObjective(NodObjective3)
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end
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if DateTime.GameTime % 7 == 0 and not Nod.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then
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Nod.MarkFailedObjective(NodObjective3)
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if DateTime.GameTime % 7 == 0 and not player.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then
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player.MarkFailedObjective(NodObjective3)
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end
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end
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