Adapt TD missions to TDGunboat refactor
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committed by
Oliver Brakmann
parent
94fa24088b
commit
9a25b33beb
@@ -18,8 +18,6 @@ GDI2 = { units = { ['e1'] = 10, ['e2'] = 8, ['mtnk'] = 1, ['jeep'] = 1 }, waypoi
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GDI3 = { units = { ['jeep'] = 1 }, waypoints = { waypoint0.Location, waypoint1.Location, waypoint3.Location, waypoint4.Location, waypoint3.Location, waypoint2.Location, waypoint5.Location, waypoint6.Location, waypoint2.Location, waypoint7.Location } }
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MTANK = { units = { ['mtnk'] = 1 }, waypoints = { waypoint14.Location, waypoint5.Location } }
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GunboatPatrolPath = { GunboatLeft.Location, GunboatRight.Location }
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targetsKilled = 0
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AutoGuard = function(guards)
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@@ -107,10 +105,6 @@ SendGuards = function(team)
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end
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end
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Trigger.OnKilled(Gunboat, function()
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GunboatCamera.Destroy()
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end)
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Trigger.OnKilled(GDIHpad, function()
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if not player.IsObjectiveCompleted(NodObjective1) then
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player.MarkFailedObjective(NodObjective1)
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@@ -155,7 +149,6 @@ WorldLoaded = function()
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Camera.Position = waypoint26.CenterPosition
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GunboatCamera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat.Location })
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InsertNodUnits()
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SendGuards(GDI1)
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@@ -182,8 +175,6 @@ WorldLoaded = function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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Trigger.OnIdle(Gunboat, function() Gunboat.Patrol(GunboatPatrolPath) end)
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Trigger.OnDiscovered(GDIBuilding9, DiscoveredMainEntrance)
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Trigger.OnDiscovered(GDIBuilding10, DiscoveredMainEntrance)
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Trigger.OnDiscovered(GDIBuilding11, DiscoveredSideEntrance)
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@@ -196,10 +187,6 @@ WorldLoaded = function()
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end
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Tick = function()
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if not Gunboat.IsDead then
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GunboatCamera.Teleport(Gunboat.Location)
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end
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if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(GDIObjective)
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end
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