Add support for an announcement function for carryall reinforcements
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@@ -39,7 +39,7 @@ InitObjectives = function(player)
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end)
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end)
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end
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end
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SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pathFunction, unitTypes, customCondition, customHuntFunction)
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SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pathFunction, unitTypes, customCondition, customHuntFunction, announcementFunction)
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Trigger.AfterDelay(delay, function()
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Trigger.AfterDelay(delay, function()
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if customCondition and customCondition() then
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if customCondition and customCondition() then
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return
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return
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@@ -50,6 +50,10 @@ SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pa
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return
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return
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end
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end
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if announcementFunction then
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announcementFunction(currentWave)
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end
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local path = pathFunction()
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local path = pathFunction()
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local units = Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", unitTypes[currentWave], path, { path[1] })[2]
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local units = Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", unitTypes[currentWave], path, { path[1] })[2]
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@@ -254,11 +254,14 @@ WorldLoaded = function()
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unit.AttackMove(Utils.Random(EnemyAttackLocations))
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unit.AttackMove(Utils.Random(EnemyAttackLocations))
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IdleHunt(unit)
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IdleHunt(unit)
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end
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end
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local announcementFunction = function()
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Media.DisplayMessage("Enemy reinforcements have arrived.", "Mentat")
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end
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SendCarryallReinforcements(atreides, 0, AtreidesAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], atreidesPath, AtreidesReinforcements[Difficulty], atreidesCondition, huntFunction)
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SendCarryallReinforcements(atreides, 0, AtreidesAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], atreidesPath, AtreidesReinforcements[Difficulty], atreidesCondition, huntFunction, announcementFunction)
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Trigger.AfterDelay(Utils.RandomInteger(DateTime.Seconds(45), DateTime.Minutes(1) + DateTime.Seconds(15)), function()
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Trigger.AfterDelay(Utils.RandomInteger(DateTime.Seconds(45), DateTime.Minutes(1) + DateTime.Seconds(15)), function()
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SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], harkonnenPath, HarkonnenReinforcements[Difficulty], harkonnenCondition, huntFunction)
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SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], harkonnenPath, HarkonnenReinforcements[Difficulty], harkonnenCondition, huntFunction, announcementFunction)
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end)
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end)
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Actor.Create("upgrade.barracks", true, { Owner = atreides })
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Actor.Create("upgrade.barracks", true, { Owner = atreides })
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