Fix landing craft reinforcements in GDI01 and GDI02.

This commit is contained in:
Paul Chote
2014-10-25 16:48:02 +13:00
parent 8e4765ca46
commit 8b66162e99
7 changed files with 77 additions and 6 deletions

View File

@@ -5,9 +5,36 @@ VehicleReinforcements = { "jeep" }
AttackerSquadSize = 3
Reinforce = function(passengers)
Reinforcements.ReinforceWithTransport(player, "oldlst", passengers, { lstStart.Location, lstEnd.Location }, { lstStart.Location })
ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart })
local subcell = 0
Utils.Do(units, function(a)
transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
subcell = subcell + 1
end)
transport.ScriptedMove(transportUnload)
transport.CallFunc(function()
Utils.Do(units, function()
local a = transport.UnloadPassenger()
a.IsInWorld = true
a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
if rallypoint ~= nil then
a.Move(rallypoint)
end
end)
end)
transport.Wait(5)
transport.ScriptedMove(transportStart)
transport.Destroy()
end
Reinforce = function(units)
Media.PlaySpeechNotification(player, "Reinforce")
ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location)
end
BridgeheadSecured = function()