Have the reinforcements money come in as supply trucks instead

This commit is contained in:
Scott_NZ
2012-09-30 17:50:27 +13:00
parent 762db8b304
commit 7e376330d0

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@@ -97,8 +97,15 @@ namespace OpenRA.Mods.RA.Missions
const int SovietHelperCash = 2000; const int SovietHelperCash = 2000;
const int ReinforcementsTicks = 1500 * 12; const int ReinforcementsTicks = 1500 * 12;
static readonly string[] Reinforcements = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk", "jeep", "e1", "e1", "e1", "e1", "e3", "e3", "mcv" }; static readonly string[] Reinforcements = {
const int ReinforcementsCash = 5000; "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "2tnk",
"1tnk", "1tnk",
"jeep",
"e1", "e1", "e1", "e1",
"e3", "e3",
"mcv",
"truk", "truk", "truk", "truk", "truk", "truk"
};
const int ParatroopersTicks = 1500 * 8; const int ParatroopersTicks = 1500 * 8;
static readonly string[] Badger1Passengers = { "e1", "e1", "e1", "e2", "3tnk" }; static readonly string[] Badger1Passengers = { "e1", "e1", "e1", "e2", "3tnk" };
@@ -397,8 +404,6 @@ namespace OpenRA.Mods.RA.Missions
void SendReinforcements() void SendReinforcements()
{ {
Sound.Play("reinfor1.aud"); Sound.Play("reinfor1.aud");
var resources = allies2.PlayerActor.Trait<PlayerResources>();
resources.GiveCash(ReinforcementsCash);
foreach (var unit in Reinforcements) foreach (var unit in Reinforcements)
{ {
var actor = world.CreateActor(unit, new TypeDictionary var actor = world.CreateActor(unit, new TypeDictionary