Hard difficulty for allies 03
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@@ -102,7 +102,7 @@ namespace OpenRA.Mods.RA.Missions
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static readonly string[] ParadropTerrainTypes = { "Clear", "Road", "Rough", "Beach", "Ore" };
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static readonly string[] SovietParadroppers = { "e1", "e1", "e3", "e3", "e4" };
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int paradrops = 20;
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const int maxSovietYaks = 2;
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int maxSovietYaks;
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int attackAtFrame;
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int attackAtFrameIncrement;
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@@ -407,23 +407,26 @@ namespace OpenRA.Mods.RA.Missions
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public void WorldLoaded(World w)
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{
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world = w;
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var diff = w.LobbyInfo.GlobalSettings.Difficulty;
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Game.Debug("{0} difficulty selected".F(diff));
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.SingleOrDefault(p => p.InternalName == "Allies2");
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if (allies2 != null)
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{
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attackAtFrame = 500;
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attackAtFrameIncrement = 500;
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minAttackAtFrame = 200;
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unitsEvacuatedThreshold = 100;
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minAttackAtFrame = diff == "Hard" ? 50 : 100;
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unitsEvacuatedThreshold = diff == "Hard" ? 200 : 100;
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}
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else
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{
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allies2 = allies1;
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attackAtFrame = 600;
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attackAtFrameIncrement = 600;
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minAttackAtFrame = 100;
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unitsEvacuatedThreshold = 50;
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minAttackAtFrame = diff == "Hard" ? 100 : 200;
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unitsEvacuatedThreshold = diff == "Hard" ? 100 : 50;
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}
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maxSovietYaks = diff == "Hard" ? 4 : 2;
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objectives[EvacuateID].Text = objectives[EvacuateID].Text.F(unitsEvacuatedThreshold);
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allies = w.Players.Single(p => p.InternalName == "Allies");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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@@ -20,8 +20,6 @@ UseAsShellmap: False
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Type: Campaign
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Difficulties: Normal
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Players:
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PlayerReference@Neutral:
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Name: Neutral
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@@ -20,8 +20,6 @@ UseAsShellmap: False
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Type: Campaign
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Difficulties: Normal
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Players:
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PlayerReference@Neutral:
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Name: Neutral
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@@ -20,7 +20,7 @@ UseAsShellmap: False
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Type: Campaign
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Difficulties: Normal
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Difficulties: Normal, Hard
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Players:
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PlayerReference@Neutral:
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