make order queuing work for buildings and turreted units, too

This commit is contained in:
Bob
2010-11-14 15:48:02 +13:00
parent 7c146a9d5d
commit f8e6245903
16 changed files with 128 additions and 129 deletions

View File

@@ -58,9 +58,9 @@ namespace OpenRA.Mods.RA
if (ticks == 430)
{
Actors["mig1"].Trait<AttackPlane>().AttackTarget(Actors["mig1"], Actors["greeceweap"], true);
Actors["mig2"].Trait<AttackPlane>().AttackTarget(Actors["mig2"], Actors["greeceweap"], true);
Actors["mig3"].Trait<AttackPlane>().AttackTarget(Actors["mig3"], Actors["greeceweap"], true);
Actors["mig1"].Trait<AttackPlane>().AttackTarget(Target.FromActor(Actors["greeceweap"]), false, true);
Actors["mig2"].Trait<AttackPlane>().AttackTarget(Target.FromActor(Actors["greeceweap"]), false, true);
Actors["mig3"].Trait<AttackPlane>().AttackTarget(Target.FromActor(Actors["greeceweap"]), false, true);
}
ticks++;