Merge pull request #8561 from clemty/upstream/nod05

nod05: change objective
This commit is contained in:
abcdefg30
2015-06-27 18:08:52 +02:00

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@@ -37,12 +37,12 @@ Gdi12Waypoints = { waypoint0, waypoint1, waypoint3, waypoint11, waypoint12 }
AllWaypoints = { Gdi1Waypoints, Gdi2Waypoints, Gdi3Waypoints, Gdi5Waypoints, Gdi11Waypoints, Gdi12Waypoints }
HuntActorTriggerActivator = { Tower1, Tower2, Radar, Silo1, Silo2, Silo3, Refinery, Barracks, Plant1, Plant2, Yard, Factory }
PrimaryTargets = { Tower1, Tower2, Radar, Silo1, Silo2, Silo3, Refinery, Barracks, Plant1, Plant2, Yard, Factory }
GDIStartUnits = { }
SendGDIAirstrike = function()
if not Radar.IsDead then
if not Radar.IsDead and Radar.Owner == GDI then
local target = getAirstrikeTarget()
if target then
@@ -234,7 +234,10 @@ WorldLoaded = function()
Trigger.OnDiscovered(Tower1, AutoTriggerFunction)
Trigger.OnDiscovered(Tower2, AutoTriggerFunction)
Trigger.OnAllRemovedFromWorld(HuntActorTriggerActivator, HuntTriggerFunction)
Trigger.OnAllKilledOrCaptured(PrimaryTargets, function()
Nod.MarkCompletedObjective(NodObjective2)
HuntTriggerFunction()
end)
Trigger.AfterDelay(0, getStartUnits)
end
@@ -250,10 +253,6 @@ Tick = function()
Nod.MarkCompletedObjective(NodObjective1)
end
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(NodObjective2)
end
if DateTime.GameTime % DateTime.Seconds(3) == 0 then
checkProduction(GDI)
end