Use the new Beacon function in survival 01 and 02
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@@ -263,6 +263,7 @@ TimerExpired = function()
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SpawningInfantry = false
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SpawningInfantry = false
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SpawnNavalUnits = false
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SpawnNavalUnits = false
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Beacon.New(allies, SovietEntryPoint7.CenterPosition - WVec.New(3 * 1024, 0, 0))
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, FrenchReinforcements, { SovietEntryPoint7.Location, Alliesbase.Location })
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Reinforcements.Reinforce(allies, FrenchReinforcements, { SovietEntryPoint7.Location, Alliesbase.Location })
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@@ -151,6 +151,7 @@ end
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SendFrenchReinforcements = function()
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SendFrenchReinforcements = function()
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local camera = Actor.Create("camera", true, { Owner = allies, Location = SovietRally1.Location })
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local camera = Actor.Create("camera", true, { Owner = allies, Location = SovietRally1.Location })
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Beacon.New(allies, FranceEntry.CenterPosition - WVec.New(0, 3 * 1024, 0))
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, FrenchSquad, { FranceEntry.Location, FranceRally.Location })
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Reinforcements.Reinforce(allies, FrenchSquad, { FranceEntry.Location, FranceRally.Location })
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Trigger.AfterDelay(DateTime.Seconds(3), function() camera.Destroy() end)
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Trigger.AfterDelay(DateTime.Seconds(3), function() camera.Destroy() end)
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