From ea5f4d9029ec525f5521324be9e9bc3ea6bf0ba1 Mon Sep 17 00:00:00 2001 From: Dan9550 <56kflyingtoaster@gmail.com> Date: Thu, 25 Jul 2013 05:08:09 +1000 Subject: [PATCH] corrected lose fmv nod01 --- OpenRA.Mods.Cnc/Missions/Nod01Script.cs | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/OpenRA.Mods.Cnc/Missions/Nod01Script.cs b/OpenRA.Mods.Cnc/Missions/Nod01Script.cs index 86f3e7b6e7..9fa925cd9a 100644 --- a/OpenRA.Mods.Cnc/Missions/Nod01Script.cs +++ b/OpenRA.Mods.Cnc/Missions/Nod01Script.cs @@ -118,10 +118,9 @@ namespace OpenRA.Mods.Cnc.Missions OnObjectivesUpdated(true); Sound.StopMusic(); MissionAccomplished("Nikoomba was killed and the village was destroyed."); - //does an fmv play at this point? } - } - + } + if (!world.Actors.Any(a => (a.Owner == nod) && a.IsInWorld && !a.IsDead())) { Action afterFMV = () => @@ -129,7 +128,7 @@ namespace OpenRA.Mods.Cnc.Missions Sound.StopMusic(); MissionFailed("The Nod forces in the area have been wiped out."); }; - Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(world, "gameover.vqa", afterFMV)); //this is the wrong fmv i believe + Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(world, "nodlose.vqa", afterFMV)); } }