move GDI01 to classic mod and fix crash on startup
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@@ -20,7 +20,7 @@ using OpenRA.Widgets;
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namespace OpenRA.Mods.Cnc
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{
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class Gdi01ScriptInfo : TraitInfo<Gdi01Script>, Requires<LoadWidgetAtGameStartInfo> { }
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class Gdi01ScriptInfo : TraitInfo<Gdi01Script> { }
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class Gdi01Script: IWorldLoaded, ITick
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{
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@@ -52,8 +52,6 @@ namespace OpenRA.Mods.Cnc
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{
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Sound.StopMusic();
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Game.Disconnect();
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Ui.ResetAll();
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Game.LoadShellMap();
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};
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Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
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}
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@@ -68,8 +66,6 @@ namespace OpenRA.Mods.Cnc
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{
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Sound.StopMusic();
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Game.Disconnect();
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Ui.ResetAll();
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Game.LoadShellMap();
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};
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Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
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}
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@@ -93,14 +89,14 @@ namespace OpenRA.Mods.Cnc
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{
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var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit( Players["BadGuy"] ),
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new FacingInit( 0 ),
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new LocationInit ( Actors["nod0"].Location ),
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new OwnerInit(Players["BadGuy"]),
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new FacingInit(0),
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new LocationInit(Actors["nod0"].Location),
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});
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var mobile = a.Trait<Mobile>();
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a.QueueActivity( mobile.MoveTo( Actors["nod1"].Location, 2 ) );
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a.QueueActivity( mobile.MoveTo( Actors["nod2"].Location, 2 ) );
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a.QueueActivity( mobile.MoveTo( Actors["nod3"].Location, 2 ) );
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a.QueueActivity(mobile.MoveTo(Actors["nod1"].Location, 2 ));
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a.QueueActivity(mobile.MoveTo(Actors["nod2"].Location, 2 ));
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a.QueueActivity(mobile.MoveTo(Actors["nod3"].Location, 2 ));
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// Todo: Queue hunt order
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}
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});
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@@ -172,8 +168,8 @@ namespace OpenRA.Mods.Cnc
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{
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var self = Actors[ "Gunboat" ];
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var mobile = self.Trait<Mobile>();
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self.QueueActivity(mobile.ScriptedMove( Actors["gunboatLeft"].Location ));
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self.QueueActivity(mobile.ScriptedMove( Actors["gunboatRight"].Location ));
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self.QueueActivity(mobile.ScriptedMove(Actors["gunboatLeft"].Location));
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self.QueueActivity(mobile.ScriptedMove(Actors["gunboatRight"].Location));
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self.QueueActivity(new CallFunc(() => SetGunboatPath()));
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}
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