Let civilians flee away from - not towards - the player in Nod04b
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committed by
Matthias Mailänder
parent
0d64fa549b
commit
946bf7b9fa
@@ -12,19 +12,19 @@ NodUnitsRocket = { "e3", "e3", "e3", "e3", "e3", "e3" }
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NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" }
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Apc3Trigger = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) }
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Civ1CellTriggerActivator = { CPos.New(24,52), CPos.New(23,52), CPos.New(22,52), CPos.New(23,51), CPos.New(22,51), CPos.New(21,51) }
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Civ2CellTriggerActivator = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) }
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SouthernBridgeTrigger = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) }
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Apc1Units = { "c2", "c3", "c4", "c5" }
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Civilians = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8 }
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TargetActors = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 }
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Apc2Trigger = { NodGunner1, NodGunner2, NodGunner3 }
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Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, waypoint9.Location }
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Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 }
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Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, waypoint9 }
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Civ1Waypoints = { waypoint3, waypoint2, waypoint3, waypoint1, waypoint2, waypoint11, waypoint10, waypoint8, waypoint9 }
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Civ2Waypoints = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, waypoint9 }
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FlightRouteTop = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, waypoint9 }
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FlightRouteBottom = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, waypoint9 }
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Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 }
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WorldLoaded = function()
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@@ -38,20 +38,9 @@ WorldLoaded = function()
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end)
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end)
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Trigger.OnEnteredFootprint(Civ2CellTriggerActivator, function(a, id)
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Trigger.OnEnteredFootprint(SouthernBridgeTrigger, function(a, id)
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if a.Owner == Nod then
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for type, count in pairs({ ["c6"] = 1, ["c7"] = 1, ["c8"] = 1, ["c9"] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Civ2Waypoints)
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end
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Civ1CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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for type, count in pairs({ ["c2"] = 1, ["c3"] = 1, ["c4"] = 1, ["c5"] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Civ1Waypoints)
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end
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MoveAndHunt(Civilians, FlightRouteTop)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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