bring back Chinook infantry insertion
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@@ -29,6 +29,7 @@ else
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end
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ShipUnitTypes = { "1tnk", "1tnk", "jeep", "2tnk", "2tnk" }
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HelicopterUnitTypes = { "e1", "e1", "e1", "e1", "e3", "e3" };
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ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4, Paradrop5, Paradrop6, Paradrop7, Paradrop8 }
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@@ -70,6 +71,17 @@ ShipAlliedUnits = function()
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Trigger.AfterDelay(Utils.Seconds(60), ShipAlliedUnits)
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end
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InsertAlliedChinookReinforcements = function(entry, hpad)
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local units = Reinforcements.ReinforceWithTransport(allies, "tran",
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HelicopterUnitTypes, { entry.Location, hpad.Location + CVec.New(1, 2) }, { entry.Location })[2]
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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end)
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Trigger.AfterDelay(Utils.Seconds(60), function() InsertAlliedChinookReinforcements(entry, hpad) end)
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end
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ParadropSovietUnits = function()
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local lz = Utils.Random(ParadropWaypoints).Location
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local start = Utils.CenterOfCell(Map.RandomEdgeCell()) + WVec.New(0, 0, Actor.CruiseAltitude("badr"))
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@@ -140,6 +152,8 @@ WorldLoaded = function()
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SetupAlliedUnits()
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SetupFactories()
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ShipAlliedUnits()
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InsertAlliedChinookReinforcements(Chinook1Entry, HeliPad1)
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InsertAlliedChinookReinforcements(Chinook2Entry, HeliPad2)
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ParadropSovietUnits()
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Trigger.AfterDelay(Utils.Seconds(5), ChronoshiftAlliedUnits)
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Utils.Do(ProducedUnitTypes, ProduceUnits)
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