Fix reinforcements on the ts shellmap not attack moving

This commit is contained in:
abcdefg30
2019-09-13 11:02:52 +02:00
committed by teinarss
parent e1a5a725b0
commit c7784cbc8e

View File

@@ -6,20 +6,21 @@
the License, or (at your option) any later version. For more the License, or (at your option) any later version. For more
information, see COPYING. information, see COPYING.
]] ]]
NForce = { "e1", "e1", "e1", "e3", "cyborg", "cyborg" } NForce = { "e1", "e1", "e1", "e3", "cyborg", "cyborg" }
NForcePath = { NodW.Location, GDIBase.Location } NForcePath = { NodW.Location }
NForceInterval = 5 NForceInterval = 5
VNForce = { "bike", "bike", "bggy", "bggy", "e1", "e1", "e3" } VNForce = { "bike", "bike", "bggy", "bggy", "e1", "e1", "e3" }
VNForcePath = { South.Location, GDIBase.Location } VNForcePath = { South.Location }
VNForceInterval = 15 VNForceInterval = 15
GForce = { "e1", "e1", "e1", "e1", "e2", "e1", "e2" } GForce = { "e1", "e1", "e1", "e1", "e2", "e1", "e2" }
GForcePath = { GDIW.Location, NodBase.Location } GForcePath = { GDIW.Location }
GForceInterval = 5 GForceInterval = 5
VGForce = { "e2", "smech", "smech", "e1", "e1", "apc" } VGForce = { "e2", "smech", "smech", "e1", "e1", "apc" }
VGForcePath = { North.Location, NodBase.Location } VGForcePath = { North.Location }
VGForceInterval = 15 VGForceInterval = 15
ProducedUnitTypes = ProducedUnitTypes =
@@ -56,6 +57,12 @@ SendNodInfantry = function()
local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval) local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
Utils.Do(units, function(unit) Utils.Do(units, function(unit)
BindActorTriggers(unit) BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(GDIBase.Location)
else
unit.Move(GDIBase.Location)
end
end) end)
Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry) Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
end end
@@ -64,6 +71,12 @@ SendNodVehicles = function()
local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval) local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
Utils.Do(units, function(unit) Utils.Do(units, function(unit)
BindActorTriggers(unit) BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(GDIBase.Location)
else
unit.Move(GDIBase.Location)
end
end) end)
Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles) Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
end end
@@ -72,6 +85,12 @@ SendGDIInfantry = function()
local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval) local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
Utils.Do(units, function(unit) Utils.Do(units, function(unit)
BindActorTriggers(unit) BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(NodBase.Location)
else
unit.Move(NodBase.Location)
end
end) end)
Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry) Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
end end
@@ -80,6 +99,12 @@ SendGDIVehicles = function()
local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval) local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
Utils.Do(units, function(unit) Utils.Do(units, function(unit)
BindActorTriggers(unit) BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(NodBase.Location)
else
unit.Move(NodBase.Location)
end
end) end)
Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles) Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
end end
@@ -102,7 +127,7 @@ end
WorldLoaded = function() WorldLoaded = function()
nod = Player.GetPlayer("Nod") nod = Player.GetPlayer("Nod")
gdi = Player.GetPlayer("GDI") gdi = Player.GetPlayer("GDI")
SetupFactories() SetupFactories()
SetupInvulnerability() SetupInvulnerability()