Adapt TD missions to TDGunboat refactor
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committed by
Oliver Brakmann
parent
94fa24088b
commit
9a25b33beb
@@ -43,8 +43,6 @@ NodBaseTrigger = { CPos.New(9, 52), CPos.New(9, 51), CPos.New(9, 50), CPos.New(9
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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)}
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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)}
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GunboatPatrolPath = { GunboatLeft.Location, GunboatRight.Location }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
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CheckForSams = function(player)
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@@ -215,10 +213,6 @@ Trigger.OnKilledOrCaptured(OutpostProc, function()
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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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WorldLoaded = function()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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@@ -233,9 +227,6 @@ WorldLoaded = function()
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StartAI(GDICYard)
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AutoGuard(enemy.GetGroundAttackers())
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GunboatCamera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat.Location })
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Trigger.OnIdle(Gunboat, function() Gunboat.Patrol(GunboatPatrolPath) 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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@@ -266,10 +257,6 @@ 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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