Add more airfields to destroy in Allies 03, and have reinforcements in Allies 02 and Allies 03 come in gradually.

This commit is contained in:
Scott_NZ
2012-12-01 00:56:56 +13:00
parent 1f92768193
commit f0a4fa7712
4 changed files with 215 additions and 118 deletions

View File

@@ -117,6 +117,7 @@ namespace OpenRA.Mods.RA.Missions
"mcv",
"truk", "truk", "truk", "truk", "truk", "truk"
};
int currentReinforcement = -1;
const int ParabombTicks = 750;
@@ -217,6 +218,10 @@ namespace OpenRA.Mods.RA.Missions
YakStrafe(alliedUnitsNearYakPoint);
}
}
if (currentReinforcement > -1 && currentReinforcement < Reinforcements.Length && world.FrameNumber % 25 == 0)
{
SpawnAlliedUnit(Reinforcements[currentReinforcement++]);
}
if (world.FrameNumber % 25 == 0)
{
BuildSovietUnits();
@@ -419,22 +424,19 @@ namespace OpenRA.Mods.RA.Missions
void ReinforcementsTimerExpired(CountdownTimer countdownTimer)
{
reinforcementsTimerWidget.Visible = false;
SendReinforcements();
currentReinforcement++;
Sound.Play("aarrivs1.aud");
}
void SendReinforcements()
void SpawnAlliedUnit(string unit)
{
foreach (var unit in Reinforcements)
var u = world.CreateActor(unit, new TypeDictionary
{
var u = world.CreateActor(unit, new TypeDictionary
{
new LocationInit(reinforcementsEntryPoint.Location),
new FacingInit(0),
new OwnerInit(allies2)
});
u.QueueActivity(new Move.Move(allies2BasePoint.Location));
}
new LocationInit(reinforcementsEntryPoint.Location),
new FacingInit(0),
new OwnerInit(allies2)
});
u.QueueActivity(new Move.Move(allies2BasePoint.Location));
}
void RushSovietUnits()