Use global difficulty.
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abcdefg30
parent
58b105f0d4
commit
d42edfc0b9
@@ -44,7 +44,7 @@ ProduceUSSRInfantry = function()
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USSR.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.LobbyOption("difficulty")], ProduceUSSRInfantry)
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceUSSRInfantry)
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end)
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end
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@@ -56,7 +56,7 @@ ProduceUSSRVehicles = function()
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USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRVehicles)
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceUSSRVehicles)
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end)
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end
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@@ -73,7 +73,7 @@ ProduceAircraft = function()
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local alive = Utils.Where(Planes, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(plane, Greece)
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@@ -413,12 +413,12 @@ WorldLoaded = function()
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SendSpy()
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ChurchFootprint()
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if Map.LobbyOption("difficulty") == "easy" then
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if Difficulty == "easy" then
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TanyaType = "e7"
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ReinforceCash = 5000
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USSR.Cash = 8000
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SpecialCameras = true
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elseif Map.LobbyOption("difficulty") == "normal" then
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elseif Difficulty == "normal" then
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TanyaType = "e7.noautotarget"
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ReinforceCash = 2250
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USSR.Cash = 15000
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