Fix the harvester stopping when you reach the base in gdi05
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@@ -128,13 +128,12 @@ DiscoverGdiBase = function(actor, discoverer)
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Utils.Do(GdiBase, function(actor)
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Utils.Do(GdiBase, function(actor)
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actor.Owner = player
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actor.Owner = player
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end)
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end)
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GdiHarv.FindResources()
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baseDiscovered = true
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baseDiscovered = true
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gdiObjective3 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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gdiObjective3 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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player.MarkCompletedObjective(gdiObjective1)
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player.MarkCompletedObjective(gdiObjective1)
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Attack()
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Attack()
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end
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end
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@@ -6,7 +6,7 @@ AllToHuntTrigger =
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AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location }
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AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location }
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AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }
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AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }
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AutoCreateTeams =
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AutoCreateTeams =
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{
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{
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{ types = { e1 = 1, e3 = 3 }, route = AtkRoute2 },
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{ types = { e1 = 1, e3 = 3 }, route = AtkRoute2 },
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{ types = { e1 = 3, e3 = 1 }, route = AtkRoute2 },
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{ types = { e1 = 3, e3 = 1 }, route = AtkRoute2 },
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@@ -70,7 +70,6 @@ DiscoverGdiBase = function(actor, discoverer)
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Utils.Do(GdiBase, function(actor)
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Utils.Do(GdiBase, function(actor)
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actor.Owner = player
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actor.Owner = player
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end)
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end)
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GdiHarv.FindResources()
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baseDiscovered = true
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baseDiscovered = true
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@@ -140,7 +139,7 @@ WorldLoaded = function()
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Trigger.OnPlayerLost(player, function()
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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Media.PlaySpeechNotification(player, "Lose")
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end)
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end)
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Utils.Do(Map.NamedActors, function(actor)
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Utils.Do(Map.NamedActors, function(actor)
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if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
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if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
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Trigger.OnDamaged(actor, function(building)
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Trigger.OnDamaged(actor, function(building)
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@@ -177,9 +176,9 @@ WorldLoaded = function()
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player.MarkCompletedObjective(gdiObjective2)
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player.MarkCompletedObjective(gdiObjective2)
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Actor.Create("airstrike.proxy", true, { Owner = player })
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Actor.Create("airstrike.proxy", true, { Owner = player })
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end)
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end)
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Camera.Position = UnitsRally.CenterPosition
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Camera.Position = UnitsRally.CenterPosition
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InsertGdiUnits()
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InsertGdiUnits()
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end
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end
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