Add text fix, polish to Controlled Burn
This commit is contained in:
committed by
Matthias Mailänder
parent
619fb6633a
commit
7bd4b4558e
@@ -100,6 +100,7 @@ GroundWavesDelays =
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normal = 3,
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hard = 2
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}
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GroundWavesDelay = GroundWavesDelays[Difficulty]
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GroundWaves = function()
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if not ForwardCommand.IsDead then
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@@ -107,7 +108,7 @@ GroundWaves = function()
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local units = Reinforcements.Reinforce(BadGuy, Utils.Random(GroundAttackUnits), path)
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Utils.Do(units, IdleHunt)
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelay), GroundWaves)
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end
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end
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@@ -132,8 +133,6 @@ ProduceAircraft = function()
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end
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ActivateAI = function()
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GroundWavesDelays = GroundWavesDelays[Difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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@@ -146,6 +145,6 @@ ActivateAI = function()
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ProduceBadGuyInfantry()
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ProduceUSSRInfantry()
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ProduceVehicles()
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelay), GroundWaves)
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Trigger.AfterDelay(DateTime.Minutes(5), ProduceAircraft)
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end
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@@ -66,14 +66,21 @@ SetupTriggers = function()
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Trigger.OnAllKilledOrCaptured(SarinPlants, function()
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Greece.MarkCompletedObjective(CaptureSarin)
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end)
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Trigger.OnEnteredProximityTrigger(AlliesMove.CenterPosition, WDist.FromCells(3), function(actor, id)
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if actor.Owner == Greece then
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Trigger.RemoveProximityTrigger(id)
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Media.PlaySpeechNotification(Greece, "SignalFlareSouth")
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end
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end)
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end
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MCVArrived = false
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MCVArrivedTick = false
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PowerDownTeslas = function()
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if not MCVArrived then
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CaptureSarin = Greece.AddObjective("capture-sarin-plants-intact")
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KillBase = Greece.AddObjective("destroy-enemy-compound")
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CaptureSarin = AddPrimaryObjective(Greece, "capture-sarin-plants-intact")
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KillBase = AddPrimaryObjective(Greece, "destroy-enemy-compound")
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Greece.MarkCompletedObjective(TakeOutPower)
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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Reinforcements.Reinforce(Greece, MCVReinforcements[Difficulty], { AlliesSpawn.Location, AlliesMove.Location })
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@@ -85,6 +92,7 @@ PowerDownTeslas = function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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MCVArrivedTick = true
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PrepareFinishingHunt(USSR)
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end)
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Trigger.AfterDelay(DateTime.Seconds(60), function()
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@@ -99,6 +107,25 @@ PowerDownTeslas = function()
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end
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end
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PrepareFinishingHunt = function(player)
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local buildings = GetBaseBuildings(player)
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Trigger.OnAllKilledOrCaptured(buildings, function()
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Utils.Do(player.GetGroundAttackers(), function(actor)
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actor.Stop()
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IdleHunt(actor)
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end)
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end)
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end
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GetBaseBuildings = function(player)
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-- Excludes the unrepairable sarin plants, which is desired anyway.
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local buildings = Utils.Where(player.GetActors(), function(actor)
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return actor.HasProperty("StartBuildingRepairs")
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end)
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return buildings
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end
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Tick = function()
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USSR.Cash = 10000
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BadGuy.Cash = 10000
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@@ -19,6 +19,9 @@ Player:
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PlayerResources:
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DefaultCash: 7500
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HARV:
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-MustBeDestroyed:
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APC:
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Buildable:
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Prerequisites: ~vehicles.allies
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