Adapt TD missions to TDGunboat refactor
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committed by
Oliver Brakmann
parent
94fa24088b
commit
9a25b33beb
@@ -33,9 +33,6 @@ IntroReinforcements = { "e1", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e
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NodBaseTrigger = { CPos.New(52, 2), CPos.New(52, 3), CPos.New(52, 4), CPos.New(52, 5), CPos.New(52, 6), CPos.New(52, 7), CPos.New(52, 8) }
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Gunboat1PatrolPath = { GunboatLeft1.Location, GunboatRight1.Location }
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Gunboat2PatrolPath = { GunboatLeft2.Location, GunboatRight2.Location }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
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NodBaseCapture = function()
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@@ -194,13 +191,6 @@ Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
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end
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end)
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Trigger.OnKilled(Gunboat1, function()
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Gunboat1Camera.Destroy()
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end)
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Trigger.OnKilled(Gunboat2, function()
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Gunboat2Camera.Destroy()
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end)
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WorldLoaded = function()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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@@ -211,11 +201,6 @@ WorldLoaded = function()
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StartAI(GDICYard)
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AutoGuard(enemy.GetGroundAttackers())
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Gunboat1Camera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat1.Location })
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Gunboat2Camera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat2.Location })
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Trigger.OnIdle(Gunboat1, function() Gunboat1.Patrol(Gunboat1PatrolPath) end)
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Trigger.OnIdle(Gunboat2, function() Gunboat2.Patrol(Gunboat2PatrolPath) end)
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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@@ -243,14 +228,6 @@ WorldLoaded = function()
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end
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Tick = function()
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if not Gunboat1.IsDead then
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Gunboat1Camera.Teleport(Gunboat1.Location)
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end
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if not Gunboat2.IsDead then
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Gunboat2Camera.Teleport(Gunboat2.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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