Fix reinforcements on the ts shellmap not attack moving
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@@ -6,20 +6,21 @@
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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NForce = { "e1", "e1", "e1", "e3", "cyborg", "cyborg" }
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NForcePath = { NodW.Location, GDIBase.Location }
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NForcePath = { NodW.Location }
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NForceInterval = 5
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VNForce = { "bike", "bike", "bggy", "bggy", "e1", "e1", "e3" }
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VNForcePath = { South.Location, GDIBase.Location }
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VNForcePath = { South.Location }
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VNForceInterval = 15
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GForce = { "e1", "e1", "e1", "e1", "e2", "e1", "e2" }
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GForcePath = { GDIW.Location, NodBase.Location }
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GForcePath = { GDIW.Location }
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GForceInterval = 5
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VGForce = { "e2", "smech", "smech", "e1", "e1", "apc" }
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VGForcePath = { North.Location, NodBase.Location }
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VGForcePath = { North.Location }
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VGForceInterval = 15
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ProducedUnitTypes =
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@@ -56,6 +57,12 @@ SendNodInfantry = function()
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local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(GDIBase.Location)
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else
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unit.Move(GDIBase.Location)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
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end
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@@ -64,6 +71,12 @@ SendNodVehicles = function()
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local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(GDIBase.Location)
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else
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unit.Move(GDIBase.Location)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
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end
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@@ -72,6 +85,12 @@ SendGDIInfantry = function()
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local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(NodBase.Location)
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else
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unit.Move(NodBase.Location)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
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end
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@@ -80,6 +99,12 @@ SendGDIVehicles = function()
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local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(NodBase.Location)
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else
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unit.Move(NodBase.Location)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
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end
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