Use global difficulty.
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committed by
abcdefg30
parent
58b105f0d4
commit
d42edfc0b9
@@ -25,7 +25,7 @@ Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, Island
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VillageCamArea = { CPos.New(37, 58),CPos.New(37, 59),CPos.New(37, 60),CPos.New(38, 60),CPos.New(39, 60), CPos.New(40, 60), CPos.New(41, 60), CPos.New(35, 57), CPos.New(34, 57), CPos.New(33, 57), CPos.New(32, 57) }
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if Map.LobbyOption("difficulty") == "easy" then
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if Difficulty == "easy" then
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ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
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else
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ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
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@@ -68,7 +68,7 @@ BringPatrol1 = function()
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end)
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Trigger.OnAllKilled(units, function()
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if Map.LobbyOption("difficulty") == "hard" then
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if Difficulty == "hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
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@@ -87,7 +87,7 @@ BringPatrol2 = function()
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end)
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Trigger.OnAllKilled(units, function()
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if Map.LobbyOption("difficulty") == "hard" then
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if Difficulty == "hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
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@@ -76,7 +76,7 @@ RunInitialActivities = function()
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor)
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if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "normal" then
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if Difficulty == "hard" or Difficulty == "normal" then
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Trigger.AfterDelay(DateTime.Seconds(5), ReinfInf)
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end
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Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf)
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@@ -101,9 +101,9 @@ Tick = function()
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if RCheck then
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RCheck = false
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if Map.LobbyOption("difficulty") == "hard" then
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if Difficulty == "hard" then
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Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor)
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elseif Map.LobbyOption("difficulty") == "normal" then
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elseif Difficulty == "normal" then
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Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor)
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else
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Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor)
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