Replace Map.Difficulty with Map.LobbyOption in scripts.
This commit is contained in:
@@ -1,18 +1,18 @@
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HarkonnenReinforcements = { }
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HarkonnenReinforcements["Easy"] =
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HarkonnenReinforcements["easy"] =
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{
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{ "light_inf", "light_inf" }
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}
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HarkonnenReinforcements["Normal"] =
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HarkonnenReinforcements["normal"] =
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{
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{ "light_inf", "light_inf" },
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{ "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike" },
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}
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HarkonnenReinforcements["Hard"] =
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HarkonnenReinforcements["hard"] =
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{
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{ "light_inf", "light_inf" },
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{ "trike", "trike" },
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@@ -25,14 +25,14 @@ HarkonnenEntryWaypoints = { HarkonnenWaypoint1.Location, HarkonnenWaypoint2.Loca
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HarkonnenAttackDelay = DateTime.Seconds(30)
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HarkonnenAttackWaves = { }
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HarkonnenAttackWaves["Easy"] = 1
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HarkonnenAttackWaves["Normal"] = 5
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HarkonnenAttackWaves["Hard"] = 12
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HarkonnenAttackWaves["easy"] = 1
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HarkonnenAttackWaves["normal"] = 5
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HarkonnenAttackWaves["hard"] = 12
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ToHarvest = { }
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ToHarvest["Easy"] = 2500
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ToHarvest["Normal"] = 3000
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ToHarvest["Hard"] = 3500
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ToHarvest["easy"] = 2500
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ToHarvest["normal"] = 3000
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ToHarvest["hard"] = 3500
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AtreidesReinforcements = { "light_inf", "light_inf", "light_inf" }
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AtreidesEntryPath = { AtreidesWaypoint.Location, AtreidesRally.Location }
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@@ -57,7 +57,7 @@ Tick = function()
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player.MarkCompletedObjective(KillHarkonnen)
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end
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if player.Resources > ToHarvest[Map.Difficulty] - 1 then
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if player.Resources > ToHarvest[Map.LobbyOption("difficulty")] - 1 then
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player.MarkCompletedObjective(GatherSpice)
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end
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@@ -78,7 +78,7 @@ Tick = function()
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Media.DisplayMessage(Messages[4], "Mentat")
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end
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UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.Difficulty], player.Color)
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UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.LobbyOption("difficulty")], player.Color)
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end
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WorldLoaded = function()
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@@ -106,12 +106,12 @@ WorldLoaded = function()
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Reinforcements.Reinforce(player, AtreidesReinforcements, AtreidesEntryPath)
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end)
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WavesLeft = HarkonnenAttackWaves[Map.Difficulty]
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WavesLeft = HarkonnenAttackWaves[Map.LobbyOption("difficulty")]
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SendReinforcements()
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end
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SendReinforcements = function()
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local units = HarkonnenReinforcements[Map.Difficulty]
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local units = HarkonnenReinforcements[Map.LobbyOption("difficulty")]
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local delay = Utils.RandomInteger(HarkonnenAttackDelay - DateTime.Seconds(2), HarkonnenAttackDelay)
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HarkonnenAttackDelay = HarkonnenAttackDelay - (#units * 3 - 3 - WavesLeft) * DateTime.Seconds(1)
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if HarkonnenAttackDelay < 0 then HarkonnenAttackDelay = 0 end
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@@ -134,7 +134,7 @@ InitObjectives = function()
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end)
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KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.")
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GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.Difficulty]) .. " Solaris worth of Spice.")
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GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.LobbyOption("difficulty")]) .. " Solaris worth of Spice.")
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KillHarkonnen = player.AddSecondaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.")
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Trigger.OnObjectiveCompleted(player, function(p, id)
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@@ -1,18 +1,18 @@
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HarkonnenReinforcements = { }
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HarkonnenReinforcements["Easy"] =
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HarkonnenReinforcements["easy"] =
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{
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{ "light_inf", "light_inf" }
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}
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HarkonnenReinforcements["Normal"] =
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HarkonnenReinforcements["normal"] =
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{
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{ "light_inf", "light_inf" },
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{ "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike" },
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}
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HarkonnenReinforcements["Hard"] =
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HarkonnenReinforcements["hard"] =
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{
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{ "light_inf", "light_inf" },
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{ "trike", "trike" },
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@@ -25,14 +25,14 @@ HarkonnenEntryWaypoints = { HarkonnenWaypoint1.Location, HarkonnenWaypoint2.Loca
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HarkonnenAttackDelay = DateTime.Seconds(30)
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HarkonnenAttackWaves = { }
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HarkonnenAttackWaves["Easy"] = 1
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HarkonnenAttackWaves["Normal"] = 5
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HarkonnenAttackWaves["Hard"] = 12
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HarkonnenAttackWaves["easy"] = 1
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HarkonnenAttackWaves["normal"] = 5
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HarkonnenAttackWaves["hard"] = 12
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ToHarvest = { }
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ToHarvest["Easy"] = 2500
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ToHarvest["Normal"] = 3000
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ToHarvest["Hard"] = 3500
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ToHarvest["easy"] = 2500
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ToHarvest["normal"] = 3000
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ToHarvest["hard"] = 3500
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AtreidesReinforcements = { "light_inf", "light_inf", "light_inf", "light_inf" }
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AtreidesEntryPath = { AtreidesWaypoint.Location, AtreidesRally.Location }
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@@ -57,7 +57,7 @@ Tick = function()
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player.MarkCompletedObjective(KillHarkonnen)
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end
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if player.Resources > ToHarvest[Map.Difficulty] - 1 then
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if player.Resources > ToHarvest[Map.LobbyOption("difficulty")] - 1 then
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player.MarkCompletedObjective(GatherSpice)
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end
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@@ -78,7 +78,7 @@ Tick = function()
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Media.DisplayMessage(Messages[4], "Mentat")
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end
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UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.Difficulty], player.Color)
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UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.LobbyOption("difficulty")], player.Color)
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end
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WorldLoaded = function()
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@@ -106,12 +106,12 @@ WorldLoaded = function()
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Reinforcements.Reinforce(player, AtreidesReinforcements, AtreidesEntryPath)
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end)
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WavesLeft = HarkonnenAttackWaves[Map.Difficulty]
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WavesLeft = HarkonnenAttackWaves[Map.LobbyOption("difficulty")]
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SendReinforcements()
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end
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SendReinforcements = function()
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local units = HarkonnenReinforcements[Map.Difficulty]
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local units = HarkonnenReinforcements[Map.LobbyOption("difficulty")]
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local delay = Utils.RandomInteger(HarkonnenAttackDelay - DateTime.Seconds(2), HarkonnenAttackDelay)
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HarkonnenAttackDelay = HarkonnenAttackDelay - (#units * 3 - 3 - WavesLeft) * DateTime.Seconds(1)
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if HarkonnenAttackDelay < 0 then HarkonnenAttackDelay = 0 end
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@@ -134,7 +134,7 @@ InitObjectives = function()
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end)
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KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.")
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GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.Difficulty]) .. " Solaris worth of Spice.")
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GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.LobbyOption("difficulty")]) .. " Solaris worth of Spice.")
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KillHarkonnen = player.AddSecondaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.")
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Trigger.OnObjectiveCompleted(player, function(p, id)
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@@ -2,14 +2,14 @@
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HarkonnenBase = { HConyard, HPower1, HPower2, HBarracks }
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HarkonnenReinforcements = { }
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HarkonnenReinforcements["Easy"] =
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HarkonnenReinforcements["easy"] =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" }
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}
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HarkonnenReinforcements["Normal"] =
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HarkonnenReinforcements["normal"] =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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@@ -19,7 +19,7 @@ HarkonnenReinforcements["Normal"] =
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{ "light_inf", "trike" },
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}
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HarkonnenReinforcements["Hard"] =
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HarkonnenReinforcements["hard"] =
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{
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{ "trike", "trike" },
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{ "light_inf", "trike" },
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@@ -41,25 +41,25 @@ HarkonnenAttackPaths =
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}
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HarkonnenAttackDelay = { }
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HarkonnenAttackDelay["Easy"] = DateTime.Minutes(5)
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HarkonnenAttackDelay["Normal"] = DateTime.Minutes(2) + DateTime.Seconds(40)
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HarkonnenAttackDelay["Hard"] = DateTime.Minutes(1) + DateTime.Seconds(20)
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HarkonnenAttackDelay["easy"] = DateTime.Minutes(5)
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HarkonnenAttackDelay["normal"] = DateTime.Minutes(2) + DateTime.Seconds(40)
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HarkonnenAttackDelay["hard"] = DateTime.Minutes(1) + DateTime.Seconds(20)
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HarkonnenAttackWaves = { }
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HarkonnenAttackWaves["Easy"] = 3
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HarkonnenAttackWaves["Normal"] = 6
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HarkonnenAttackWaves["Hard"] = 9
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HarkonnenAttackWaves["easy"] = 3
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HarkonnenAttackWaves["normal"] = 6
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HarkonnenAttackWaves["hard"] = 9
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wave = 0
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SendHarkonnen = function()
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Trigger.AfterDelay(HarkonnenAttackDelay[Map.Difficulty], function()
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Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function()
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wave = wave + 1
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if wave > HarkonnenAttackWaves[Map.Difficulty] then
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if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then
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return
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end
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local path = Utils.Random(HarkonnenAttackPaths)
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.Difficulty][wave], path, { path[1] })[2]
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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SendHarkonnen()
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@@ -2,14 +2,14 @@
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HarkonnenBase = { HConyard, HOutpost, HBarracks }
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HarkonnenReinforcements = { }
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HarkonnenReinforcements["Easy"] =
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HarkonnenReinforcements["easy"] =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" }
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}
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HarkonnenReinforcements["Normal"] =
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HarkonnenReinforcements["normal"] =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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@@ -19,7 +19,7 @@ HarkonnenReinforcements["Normal"] =
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{ "light_inf", "trike" },
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}
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HarkonnenReinforcements["Hard"] =
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HarkonnenReinforcements["hard"] =
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{
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{ "trike", "trike" },
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{ "light_inf", "trike" },
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@@ -42,28 +42,28 @@ HarkonnenAttackPaths =
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HarkonnenAttackDelay =
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{
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Easy = DateTime.Minutes(5),
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Normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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Hard = DateTime.Minutes(1) + DateTime.Seconds(20)
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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hard = DateTime.Minutes(1) + DateTime.Seconds(20)
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}
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HarkonnenAttackWaves =
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{
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Easy = 3,
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Normal = 6,
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Hard = 9
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easy = 3,
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normal = 6,
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hard = 9
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}
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wave = 0
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SendHarkonnen = function()
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Trigger.AfterDelay(HarkonnenAttackDelay[Map.Difficulty], function()
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Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function()
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wave = wave + 1
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if wave > HarkonnenAttackWaves[Map.Difficulty] then
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if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then
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return
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end
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local path = Utils.Random(HarkonnenAttackPaths)
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.Difficulty][wave], path, { path[1] })[2]
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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SendHarkonnen()
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@@ -2,15 +2,15 @@ IdlingUnits = { }
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AttackGroupSize =
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{
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Easy = 6,
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Normal = 8,
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Hard = 10
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easy = 6,
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normal = 8,
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hard = 10
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}
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AttackDelays =
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{
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Easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
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Normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
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Hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
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easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
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}
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OrdosInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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@@ -25,7 +25,7 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
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SetupAttackGroup = function()
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local units = { }
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for i = 0, AttackGroupSize[Map.Difficulty], 1 do
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for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
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if #IdlingUnits == 0 then
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return units
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end
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@@ -115,13 +115,13 @@ ProduceInfantry = function()
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return
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end
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local delay = Utils.RandomInteger(AttackDelays[Map.Difficulty][1], AttackDelays[Map.Difficulty][2] + 1)
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
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local toBuild = { Utils.Random(OrdosInfantryTypes) }
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ordos.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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if #IdlingUnits >= (AttackGroupSize[Map.Difficulty] * 2.5) then
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
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SendAttack()
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end
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end)
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@@ -137,13 +137,13 @@ ProduceVehicles = function()
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return
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end
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local delay = Utils.RandomInteger(AttackDelays[Map.Difficulty][1], AttackDelays[Map.Difficulty][2] + 1)
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
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local toBuild = { Utils.Random(OrdosVehicleTypes) }
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ordos.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceVehicles)
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if #IdlingUnits >= (AttackGroupSize[Map.Difficulty] * 2.5) then
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
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SendAttack()
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end
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end)
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@@ -2,14 +2,14 @@ OrdosBase = { OBarracks, OWindTrap1, OWindTrap2, OWindTrap3, OWindTrap4, OLightF
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OrdosReinforcements =
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{
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Easy =
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easy =
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{
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{ "light_inf", "raider", "trooper" },
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{ "light_inf", "raider", "quad" },
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{ "light_inf", "light_inf", "trooper", "raider", "raider", "quad" }
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},
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Normal =
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normal =
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{
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{ "light_inf", "raider", "trooper" },
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{ "light_inf", "raider", "raider" },
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@@ -19,7 +19,7 @@ OrdosReinforcements =
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{ "light_inf", "raider", "quad", "quad" }
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},
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Hard =
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hard =
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{
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{ "raider", "raider", "quad" },
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{ "light_inf", "raider", "raider" },
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@@ -35,23 +35,23 @@ OrdosReinforcements =
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OrdosAttackDelay =
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{
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Easy = DateTime.Minutes(5),
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Normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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Hard = DateTime.Minutes(1) + DateTime.Seconds(20)
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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hard = DateTime.Minutes(1) + DateTime.Seconds(20)
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}
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OrdosAttackWaves =
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{
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Easy = 3,
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Normal = 6,
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Hard = 9
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easy = 3,
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normal = 6,
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hard = 9
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}
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ToHarvest =
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{
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Easy = 5000,
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Normal = 6000,
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Hard = 7000
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easy = 5000,
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normal = 6000,
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hard = 7000
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}
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|
||||
InitialOrdosReinforcements = { "light_inf", "light_inf", "quad", "quad", "raider", "raider", "trooper", "trooper" }
|
||||
@@ -70,17 +70,17 @@ AtreidesUpgrades = { "upgrade.barracks", "upgrade.light" }
|
||||
|
||||
wave = 0
|
||||
SendOrdos = function()
|
||||
Trigger.AfterDelay(OrdosAttackDelay[Map.Difficulty], function()
|
||||
Trigger.AfterDelay(OrdosAttackDelay[Map.LobbyOption("difficulty")], function()
|
||||
if player.IsObjectiveCompleted(KillOrdos) then
|
||||
return
|
||||
end
|
||||
|
||||
wave = wave + 1
|
||||
if wave > OrdosAttackWaves[Map.Difficulty] then
|
||||
if wave > OrdosAttackWaves[Map.LobbyOption("difficulty")] then
|
||||
return
|
||||
end
|
||||
|
||||
local units = Reinforcements.ReinforceWithTransport(ordos, "carryall.reinforce", OrdosReinforcements[Map.Difficulty][wave], OrdosPaths[1], { OrdosPaths[1][1] })[2]
|
||||
local units = Reinforcements.ReinforceWithTransport(ordos, "carryall.reinforce", OrdosReinforcements[Map.LobbyOption("difficulty")][wave], OrdosPaths[1], { OrdosPaths[1][1] })[2]
|
||||
Utils.Do(units, IdleHunt)
|
||||
|
||||
SendOrdos()
|
||||
@@ -110,7 +110,7 @@ Tick = function()
|
||||
end
|
||||
end
|
||||
|
||||
if player.Resources > ToHarvest[Map.Difficulty] - 1 then
|
||||
if player.Resources > ToHarvest[Map.LobbyOption("difficulty")] - 1 then
|
||||
player.MarkCompletedObjective(GatherSpice)
|
||||
end
|
||||
|
||||
@@ -118,7 +118,7 @@ Tick = function()
|
||||
Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat")
|
||||
end
|
||||
|
||||
UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.Difficulty], player.Color)
|
||||
UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.LobbyOption("difficulty")], player.Color)
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
@@ -147,7 +147,7 @@ InitObjectives = function()
|
||||
end)
|
||||
|
||||
KillAtreides = ordos.AddPrimaryObjective("Kill all Atreides units.")
|
||||
GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.Difficulty]) .. " Solaris worth of Spice.")
|
||||
GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.LobbyOption("difficulty")]) .. " Solaris worth of Spice.")
|
||||
KillOrdos = player.AddSecondaryObjective("Eliminate all Ordos units and reinforcements\nin the area.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(player, function(p, id)
|
||||
|
||||
Reference in New Issue
Block a user