Use global difficulty.
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abcdefg30
parent
58b105f0d4
commit
d42edfc0b9
@@ -92,7 +92,7 @@ ProduceInfantry = function()
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Greece.Build({ Utils.Random(AlliedInfantry) }, 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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@@ -104,7 +104,7 @@ ProduceVehicles = function()
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Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, 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 @@ BringDDPatrol = function(patrolPath)
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if GreeceNavalYard.IsDead then
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return
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else
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if Map.LobbyOption("difficulty") == "easy" then
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if Difficulty == "easy" then
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Trigger.AfterDelay(DateTime.Minutes(7), function() BringDDPatrol(patrolPath) end)
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else
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Trigger.AfterDelay(DateTime.Minutes(4), function() BringDDPatrol(patrolPath) end)
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@@ -130,9 +130,8 @@ BringDDPatrol = function(patrolPath)
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end
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ActivateAI = function()
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local difficulty = Map.LobbyOption("difficulty")
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WTransUnits = WTransUnits[difficulty]
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WTransDelays = WTransDelays[difficulty]
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WTransUnits = WTransUnits[Difficulty]
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WTransDelays = WTransDelays[Difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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