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

@@ -43,8 +43,6 @@ NodBaseTrigger = { CPos.New(9, 52), CPos.New(9, 51), CPos.New(9, 50), CPos.New(9
EngineerTrigger = { CPos.New(5, 13), CPos.New(6, 13), CPos.New(7, 13), CPos.New(8, 13), CPos.New(9, 13), CPos.New(10, 13), CPos.New(16, 7), CPos.New(16, 6), CPos.New(16, 5), CPos.New(16, 4), CPos.New(16, 3)}
RocketTrigger = { CPos.New(20, 15), CPos.New(21, 15), CPos.New(22, 15), CPos.New(23, 15), CPos.New(24, 15), CPos.New(25, 15), CPos.New(26, 15), CPos.New(32, 15), CPos.New(32, 14), CPos.New(32, 13), CPos.New(32, 12), CPos.New(32, 11)}
GunboatPatrolPath = { GunboatLeft.Location, GunboatRight.Location }
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
CheckForSams = function(player)
@@ -215,10 +213,6 @@ Trigger.OnKilledOrCaptured(OutpostProc, function()
end
end)
Trigger.OnKilled(Gunboat, function()
GunboatCamera.Destroy()
end)
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
@@ -233,9 +227,6 @@ WorldLoaded = function()
StartAI(GDICYard)
AutoGuard(enemy.GetGroundAttackers())
GunboatCamera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat.Location })
Trigger.OnIdle(Gunboat, function() Gunboat.Patrol(GunboatPatrolPath) end)
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
@@ -266,10 +257,6 @@ 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