Let Tanya try to attack the flame turrets in soviet07
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@@ -668,7 +668,7 @@ Actors:
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Location: 99,56
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Owner: Greece
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SubCell: 3
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GoalGuard5: e7
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Tanya: e7
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Location: 75,54
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Owner: Greece
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Facing: 128
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@@ -10,7 +10,7 @@ Dogs = { Dog1, Dog2, Dog3, Dog4, Dog5, Dog6, Dog7, Dog8, Dog9, Dog10, Dog11, Dog
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Engineers = { Prisoner1, Prisoner2, Prisoner3, Prisoner4, Prisoner5 }
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PrisonerGuards = { PrisonerGuard1, PrisonerGuard2, PrisonerGuard3 }
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EntranceGuards = { EntranceGuard1, EntranceGuard2, EntranceGuard3, EntranceGuard4, EntranceGuard5, EntranceGuard6, EntranceGuard7, EntranceGuard8, EntranceGuard9, EntranceGuard10 }
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GoalGuards = { GoalGuard1, GoalGuard2, GoalGuard3, GoalGuard4, GoalGuard5 }
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GoalGuards = { GoalGuard1, GoalGuard2, GoalGuard3, GoalGuard4 }
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CCGuards = { CCGuard1, CCGuard2, CCGuard3, CCGuard4 }
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StartingUnitsReinforcements = { "e1", "e1", "e1", "e1" }
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@@ -79,8 +79,8 @@ end)
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Trigger.OnEnteredFootprint(ControlCenterEngineerTrigger, function(a, id)
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if not controlCenterEngineerTrigger and a.Owner == player and a.Type == "e6" then
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controlCenterEngineerTrigger = true
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Actor.Create("ftur", true, { Owner = player, Location = FTur1Goal.Location})
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Actor.Create("ftur", true, { Owner = player, Location = FTur2Goal.Location})
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local fturA = Actor.Create("ftur", true, { Owner = player, Location = FTur1Goal.Location})
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local fturB = Actor.Create("ftur", true, { Owner = player, Location = FTur2Goal.Location})
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Camera.Position = CameraGoalCenter1.CenterPosition
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if not cameraGoalRightTrigger then
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@@ -95,6 +95,11 @@ Trigger.OnEnteredFootprint(ControlCenterEngineerTrigger, function(a, id)
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end
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end)
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if not Tanya.IsDead then
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Tanya.Demolish(fturA)
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Tanya.Demolish(fturB)
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end
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player.MarkCompletedObjective(sovietObjective4)
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end
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end)
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