Fix the FreePrisoners objective being completed without freeing prisoners

This commit is contained in:
abcdefg30
2017-10-06 11:50:09 +02:00
committed by reaperrr
parent dddc5dc80f
commit 8654bcc244
2 changed files with 18 additions and 2 deletions

View File

@@ -355,6 +355,14 @@ InitTriggers = function()
end
end)
-- The engineers need to leave the enemy base to count as 'freed'
Trigger.OnExitedProximityTrigger(BaseCameraWaypoint.CenterPosition, WDist.New(7 * 1024), function(a, id)
if a.Type == "hacke6" and not EngisFreed then
EngisFreed = true
Trigger.RemoveProximityTrigger(id)
end
end)
Trigger.AfterDelay(0, function()
local bridges = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" or actor.Type == "bridge2" end)
ExplodingBridge = bridges[1]
@@ -362,7 +370,11 @@ InitTriggers = function()
Trigger.OnAllKilled(bridges, function()
player.MarkCompletedObjective(KillBridges)
player.MarkCompletedObjective(TanyaSurvive)
player.MarkCompletedObjective(FreePrisoners)
-- The medic is freed once his guard is dead
if MediFreed and MediGuard.IsDead and EngisFreed then
player.MarkCompletedObjective(FreePrisoners)
end
end)
end)
end