Use global difficulty.
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abcdefg30
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58b105f0d4
commit
d42edfc0b9
@@ -91,7 +91,7 @@ ProduceInfantry = 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")], ProduceInfantry)
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
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end)
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end
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@@ -103,7 +103,7 @@ ProduceVehicles = 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")], ProduceVehicles)
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
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end)
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end
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@@ -120,7 +120,7 @@ ProduceAircraft = function()
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local alive = Utils.Where(Migs, 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(mig, greece)
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@@ -194,11 +194,10 @@ SendParabombs = function()
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end
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ActivateAI = function()
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local difficulty = Map.LobbyOption("difficulty")
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GroundWavesDelays = GroundWavesDelays[difficulty]
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WTransDelays = WTransDelays[difficulty]
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ParadropDelays = ParadropDelays[difficulty]
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BombDelays = BombDelays[difficulty]
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GroundWavesDelays = GroundWavesDelays[Difficulty]
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WTransDelays = WTransDelays[Difficulty]
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ParadropDelays = ParadropDelays[Difficulty]
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BombDelays = BombDelays[Difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == ussr and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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