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