Add an alternative escape route to the south
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committed by
Matthias Mailänder
parent
4173e40a9d
commit
dcf7b6b3f6
@@ -12,6 +12,7 @@ NodUnitsRocket = { "e3", "e3", "e3", "e3", "e3", "e3" }
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NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" }
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Apc3Trigger = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) }
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NorthernBridgeTrigger = { CPos.New(13,41), CPos.New(14,41), CPos.New(15,41), CPos.New(14,42), CPos.New(15,42), CPos.New(16,42) }
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SouthernBridgeTrigger = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) }
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Apc1Units = { "c2", "c3", "c4", "c5" }
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@@ -45,9 +46,24 @@ WorldLoaded = function()
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end)
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end)
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Trigger.OnEnteredFootprint(NorthernBridgeTrigger, function(a, id)
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if a.Owner == Nod then
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if not CiviliansEvacuated then
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CiviliansEvacuated = true
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MoveAndHunt(Civilians, FlightRouteBottom)
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end
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(SouthernBridgeTrigger, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt(Civilians, FlightRouteTop)
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if not CiviliansEvacuated then
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CiviliansEvacuated = true
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MoveAndHunt(Civilians, FlightRouteTop)
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end
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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