Fix potentially bogus usages of OnAllRemovedFromWorld
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@@ -189,8 +189,8 @@ InitTriggers = function()
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end
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end)
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end)
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Trigger.OnAllRemovedFromWorld(FirstUSSRBase, function()
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if baseCamera then
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Trigger.OnAllKilledOrCaptured(FirstUSSRBase, function()
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if baseCamera and baseCamera.IsInWorld then
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baseCamera.Destroy()
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end
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end)
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@@ -252,8 +252,8 @@ InitTriggers = function()
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AlertFirstBase()
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end)
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end)
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Trigger.OnAllRemovedFromWorld(FirstUSSRBase, function()
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if baseCamera then
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Trigger.OnAllKilledOrCaptured(FirstUSSRBase, function()
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if baseCamera and baseCamera.IsInWorld then
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baseCamera.Destroy()
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end
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end)
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@@ -85,7 +85,7 @@ BaseRaids = function()
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if Map.LobbyOption("difficulty") == "easy" then
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return
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else
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Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay1[1], BaseRaidDelay1[2]), function()
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Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay1[1], BaseRaidDelay1[2]), function()
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local raiders = Reinforcements.ReinforceWithTransport(ussr, "lst", RaidingParty, RaidOnePath, { RaidOneEntry.Location })[2]
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Utils.Do(raiders, function(a)
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Trigger.OnAddedToWorld(a, function()
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@@ -95,7 +95,7 @@ BaseRaids = function()
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end)
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end)
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Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay2[1], BaseRaidDelay2[2]), function()
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Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay2[1], BaseRaidDelay2[2]), function()
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local raiders = Reinforcements.ReinforceWithTransport(ussr, "lst", RaidingParty, RaidTwoPath, { RaidTwoEntry.Location })[2]
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Utils.Do(raiders, function(a)
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Trigger.OnAddedToWorld(a, function()
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@@ -126,7 +126,7 @@ FinishTimer = function()
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Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
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end
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BattalionWays =
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BattalionWays =
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{
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{ HardEntry1.Location, HardLanding1.Location },
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{ HardEntry2.Location, HardLanding2.Location },
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@@ -138,7 +138,7 @@ BattalionWays =
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SendArmoredBattalion = function()
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Media.PlaySpeechNotification(greece, "EnemyUnitsApproaching")
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Utils.Do(BattalionWays, function(way)
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Utils.Do(BattalionWays, function(way)
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local units = { "3tnk", "3tnk", "3tnk", "4tnk", "4tnk" }
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local armor = Reinforcements.ReinforceWithTransport(ussr, "lst", units , way, { way[2], way[1] })[2]
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Utils.Do(armor, function(a)
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@@ -146,7 +146,7 @@ SendArmoredBattalion = function()
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a.AttackMove(PlayerBase.Location)
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IdleHunt(a)
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end)
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end)
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end)
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end)
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end
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@@ -217,6 +217,6 @@ WorldLoaded = function()
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Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
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Trigger.AfterDelay(StartTimerDelay, StartTimerFunction)
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Trigger.OnAllRemovedFromWorld(DestroySubPensTriggerActivator, DestroySubPensCompleted)
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Trigger.OnAllKilledOrCaptured(DestroySubPensTriggerActivator, DestroySubPensCompleted)
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Trigger.OnAllRemovedFromWorld(ClearSubActivityTriggerActivator, ClearSubActivityCompleted)
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end
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@@ -286,8 +286,7 @@ SovietBaseMaintenanceSetup = function()
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and a.HasProperty("StartBuildingRepairs") and a.HasProperty("Sell")
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end)
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-- This includes killed, captured (actor is temporarily removed) and sold.
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Trigger.OnAllRemovedFromWorld(sovietbuildings, function()
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Trigger.OnAllKilledOrCaptured(sovietbuildings, function()
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Utils.Do(humans, function(player)
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player.MarkCompletedObjective(destroyBase)
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end)
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