Replace Map.Difficulty with Map.LobbyOption in scripts.
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@@ -1,20 +1,20 @@
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DeathThreshold =
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{
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Easy = 200,
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Normal = 100,
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easy = 200,
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normal = 100,
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}
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TanyaType = "e7"
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TanyaStance = "AttackAnything"
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if Map.Difficulty ~= "Easy" then
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if Map.LobbyOption("difficulty") ~= "easy" then
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TanyaType = "e7.noautotarget"
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TanyaStance = "HoldFire"
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end
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RepairTriggerThreshold =
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{
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Easy = 50,
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Normal = 75,
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easy = 50,
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normal = 75,
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}
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Sams = { Sam1, Sam2, Sam3, Sam4 }
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@@ -58,8 +58,8 @@ SovietVehicles =
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}
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ProductionInterval =
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{
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Easy = DateTime.Seconds(10),
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Normal = DateTime.Seconds(2),
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easy = DateTime.Seconds(10),
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normal = DateTime.Seconds(2),
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}
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ReinforcementsDelay = DateTime.Minutes(16)
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@@ -144,7 +144,7 @@ ProduceInfantry = function()
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soviets.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.Difficulty], ProduceInfantry)
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry)
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end)
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end
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@@ -156,7 +156,7 @@ ProduceVehicles = function()
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soviets.Build({ Utils.Random(SovietVehicles[SovietVehicleType]) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.Difficulty], ProduceVehicles)
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
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end)
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end
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@@ -177,7 +177,7 @@ Tick = function()
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allies2.MarkCompletedObjective(objCutSovietPower)
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end
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if not allies2.IsObjectiveCompleted(objLimitLosses) and allies2.UnitsLost > DeathThreshold[Map.Difficulty] then
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if not allies2.IsObjectiveCompleted(objLimitLosses) and allies2.UnitsLost > DeathThreshold[Map.LobbyOption("difficulty")] then
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allies2.MarkFailedObjective(objLimitLosses)
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end
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@@ -191,7 +191,7 @@ end
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SetupSoviets = function()
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soviets.Cash = 1000
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if Map.Difficulty == "Easy" then
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if Map.LobbyOption("difficulty") == "easy" then
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Utils.Do(Sams, function(sam)
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local camera = Actor.Create("Camera.SAM", true, { Owner = allies1, Location = sam.Location })
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Trigger.OnKilledOrCaptured(sam, function()
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@@ -203,7 +203,7 @@ SetupSoviets = function()
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == soviets and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == soviets and building.Health < (building.MaxHealth * RepairTriggerThreshold[Map.Difficulty] / 100) then
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if building.Owner == soviets and building.Health < (building.MaxHealth * RepairTriggerThreshold[Map.LobbyOption("difficulty")] / 100) then
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building.StartBuildingRepairs()
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end
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end)
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@@ -283,7 +283,7 @@ SpawnTanya = function()
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Tanya = Actor.Create(TanyaType, true, { Owner = allies1, Location = TanyaLocation.Location })
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Tanya.Stance = TanyaStance
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if Map.Difficulty ~= "Easy" and allies1.IsLocalPlayer then
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if Map.LobbyOption("difficulty") ~= "easy" and allies1.IsLocalPlayer then
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
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end)
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@@ -355,7 +355,7 @@ WorldLoaded = function()
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objDestroySamSites = allies1.AddPrimaryObjective("Destroy the SAM sites.")
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objHoldPosition = allies2.AddPrimaryObjective("Hold your position and protect the base.")
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objLimitLosses = allies2.AddSecondaryObjective("Do not lose more than " .. DeathThreshold[Map.Difficulty] .. " units.")
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objLimitLosses = allies2.AddSecondaryObjective("Do not lose more than " .. DeathThreshold[Map.LobbyOption("difficulty")] .. " units.")
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objCutSovietPower = allies2.AddSecondaryObjective("Take out the Soviet power grid.")
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SetupTriggers()
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