Use global difficulty.
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abcdefg30
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58b105f0d4
commit
d42edfc0b9
@@ -13,7 +13,7 @@ DeathThreshold =
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}
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TanyaType = "e7"
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if Map.LobbyOption("difficulty") ~= "easy" then
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if Difficulty ~= "easy" then
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TanyaType = "e7.noautotarget"
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end
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@@ -150,7 +150,7 @@ 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.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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@@ -162,7 +162,7 @@ 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.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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@@ -183,7 +183,7 @@ 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.LobbyOption("difficulty")] then
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if not allies2.IsObjectiveCompleted(objLimitLosses) and allies2.UnitsLost > DeathThreshold[Difficulty] then
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allies2.MarkFailedObjective(objLimitLosses)
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end
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@@ -197,7 +197,7 @@ end
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SetupSoviets = function()
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soviets.Cash = 1000
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if Map.LobbyOption("difficulty") == "easy" then
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if 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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@@ -209,7 +209,7 @@ 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.LobbyOption("difficulty")] / 100) then
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if building.Owner == soviets and building.Health < (building.MaxHealth * RepairTriggerThreshold[Difficulty] / 100) then
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building.StartBuildingRepairs()
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end
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end)
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@@ -290,7 +290,7 @@ end
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SpawnTanya = function()
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Tanya = Actor.Create(TanyaType, true, { Owner = allies1, Location = TanyaLocation.Location })
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if Map.LobbyOption("difficulty") ~= "easy" and allies1.IsLocalPlayer then
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if 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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@@ -362,7 +362,7 @@ WorldLoaded = function()
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objDestroySamSites = allies1.AddObjective("Destroy the SAM sites.")
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objHoldPosition = allies2.AddObjective("Hold your position and protect the base.")
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objLimitLosses = allies2.AddObjective("Do not lose more than " .. DeathThreshold[Map.LobbyOption("difficulty")] .. " units.", "Secondary", false)
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objLimitLosses = allies2.AddObjective("Do not lose more than " .. DeathThreshold[Difficulty] .. " units.", "Secondary", false)
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objCutSovietPower = allies2.AddObjective("Take out the Soviet power grid.", "Secondary", false)
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SetupTriggers()
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