Use global objective initialisation.
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abcdefg30
parent
d42edfc0b9
commit
b9bfbfd5ac
@@ -282,10 +282,8 @@ InitCountDown = function()
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Trigger.AfterDelay(DateTime.Minutes(4), function() Media.PlaySpeechNotification(allies, "WarningOneMinuteRemaining") end)
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end
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InitObjectives = function()
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Trigger.OnObjectiveAdded(allies, 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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AddObjectives = function()
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InitObjectives(allies)
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SurviveObj = allies.AddObjective("Enforce your position and hold-out the onslaught.")
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SovietObj = soviets.AddObjective("Eliminate all Allied forces.")
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@@ -294,18 +292,7 @@ InitObjectives = function()
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SetupBridges()
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end)
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Trigger.OnObjectiveCompleted(allies, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(allies, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(allies, function()
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Media.PlaySpeechNotification(allies, "Lose")
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end)
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Trigger.OnPlayerWon(allies, function()
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Media.PlaySpeechNotification(allies, "Win")
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Media.DisplayMessage("We have destroyed the remaining Soviet presence!", "Incoming Report")
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end)
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end
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@@ -398,7 +385,7 @@ WorldLoaded = function()
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allies = Player.GetPlayer("Allies")
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soviets = Player.GetPlayer("Soviets")
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InitObjectives()
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AddObjectives()
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InitMission()
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SetupSoviets()
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end
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