Adapt TD missions to TDGunboat refactor

This commit is contained in:
reaperrr
2017-07-14 02:28:52 +02:00
committed by Oliver Brakmann
parent 94fa24088b
commit 9a25b33beb
11 changed files with 7 additions and 105 deletions

View File

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