Add some empty lines to soviet07.lua for better readability
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@@ -82,16 +82,19 @@ Trigger.OnEnteredFootprint(ControlCenterEngineerTrigger, function(a, id)
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Actor.Create("ftur", true, { Owner = player, Location = FTur1Goal.Location})
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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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Actor.Create("ftur", true, { Owner = player, Location = FTur2Goal.Location})
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Camera.Position = CameraGoalCenter1.CenterPosition
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Camera.Position = CameraGoalCenter1.CenterPosition
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if not cameraGoalRightTrigger then
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if not cameraGoalRightTrigger then
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
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end
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end
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Utils.Do(GoalGuards, function(actor)
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Utils.Do(GoalGuards, function(actor)
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if not actor.IsDead then
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if not actor.IsDead then
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actor.AttackMove(FTur1Goal.Location)
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actor.AttackMove(FTur1Goal.Location)
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end
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end
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end)
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end)
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player.MarkCompletedObjective(sovietObjective4)
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player.MarkCompletedObjective(sovietObjective4)
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end
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end
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end)
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end)
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@@ -162,9 +165,11 @@ Trigger.OnEnteredFootprint(RSoldierTrapTrigger, function(a, id)
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Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
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end
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end
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if not RSoldier1.IsDead and not RSoldierTrap1.IsDead then
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if not RSoldier1.IsDead and not RSoldierTrap1.IsDead then
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RSoldier1.Attack(RSoldierTrap1)
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RSoldier1.Attack(RSoldierTrap1)
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end
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end
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if not RSoldier2.IsDead and not RSoldierTrap2.IsDead then
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if not RSoldier2.IsDead and not RSoldierTrap2.IsDead then
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RSoldier2.Attack(RSoldierTrap2)
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RSoldier2.Attack(RSoldierTrap2)
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end
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end
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@@ -190,6 +195,7 @@ Trigger.OnAllKilled(PrisonerGuards, function()
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Utils.Do(Engineers, function(actor)
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Utils.Do(Engineers, function(actor)
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actor.Owner = player
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actor.Owner = player
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end)
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end)
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Prisoner6.Owner = player
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Prisoner6.Owner = player
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player.MarkCompletedObjective(sovietObjective2)
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player.MarkCompletedObjective(sovietObjective2)
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end)
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end)
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@@ -199,6 +205,7 @@ Trigger.OnKilled(BarlCC, function()
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Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
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cameraCCTrigger = true
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cameraCCTrigger = true
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end
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end
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Utils.Do(CCGuards, function(actor)
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Utils.Do(CCGuards, function(actor)
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if not actor.IsDead then
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if not actor.IsDead then
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actor.Hunt()
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actor.Hunt()
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@@ -250,10 +257,13 @@ end
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WorldLoaded = function()
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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player = Player.GetPlayer("USSR")
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enemy = Player.GetPlayer("Greece")
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enemy = Player.GetPlayer("Greece")
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Camera.Position = SoldierTrap1Waypoint1.CenterPosition
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Camera.Position = SoldierTrap1Waypoint1.CenterPosition
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Actor.Create("camera", true, { Owner = player, Location = CameraStart1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraStart1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraStart2.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraStart2.Location })
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IntroSequence()
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IntroSequence()
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Trigger.OnObjectiveAdded(player, 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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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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end)
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@@ -269,6 +279,7 @@ WorldLoaded = function()
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Trigger.OnPlayerLost(player, function()
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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Media.PlaySpeechNotification(player, "Lose")
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end)
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end)
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alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.")
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alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.")
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sovietObjective1 = player.AddPrimaryObjective("Deactivate the security system.")
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sovietObjective1 = player.AddPrimaryObjective("Deactivate the security system.")
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sovietObjective2 = player.AddPrimaryObjective("Rescue the engineers.")
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sovietObjective2 = player.AddPrimaryObjective("Rescue the engineers.")
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@@ -282,6 +293,7 @@ Tick = function()
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if player.HasNoRequiredUnits() and timerStarted then
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if player.HasNoRequiredUnits() and timerStarted then
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enemy.MarkCompletedObjective(alliedObjective)
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enemy.MarkCompletedObjective(alliedObjective)
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end
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end
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if remainingTime == DateTime.Minutes(5) and Map.Difficulty ~= "Hard" then
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if remainingTime == DateTime.Minutes(5) and Map.Difficulty ~= "Hard" then
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Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
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Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(4) then
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elseif remainingTime == DateTime.Minutes(4) then
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@@ -293,9 +305,11 @@ Tick = function()
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elseif remainingTime == DateTime.Minutes(1) then
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elseif remainingTime == DateTime.Minutes(1) then
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Media.PlaySpeechNotification(player, "WarningOneMinuteRemaining")
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Media.PlaySpeechNotification(player, "WarningOneMinuteRemaining")
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end
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end
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if goalLeft1Trigger and goalLeft2Trigger and goalRight1Trigger and goalRight2Trigger then
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if goalLeft1Trigger and goalLeft2Trigger and goalRight1Trigger and goalRight2Trigger then
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player.MarkCompletedObjective(sovietObjective3)
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player.MarkCompletedObjective(sovietObjective3)
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end
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end
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if remainingTime > 0 and timerStarted then
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if remainingTime > 0 and timerStarted then
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UserInterface.SetMissionText("Time until Meltdown: " .. Utils.FormatTime(remainingTime), player.Color)
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UserInterface.SetMissionText("Time until Meltdown: " .. Utils.FormatTime(remainingTime), player.Color)
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remainingTime = remainingTime - 1
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remainingTime = remainingTime - 1
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