Allies 04: Add more town stuff. Remove leftover hind stuff. Only have patrol 3 on hard difficulty
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@@ -64,17 +64,13 @@ namespace OpenRA.Mods.RA.Missions
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Player neutral;
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World world;
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Patrol[] patrols;
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List<Patrol> patrols;
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CPos[] patrolPoints1;
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CPos[] patrolPoints2;
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CPos[] patrolPoints3;
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CPos[] patrolPoints4;
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CPos[] patrolPoints5;
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CPos hind1EntryPoint;
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PPos[] hind1Points;
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CPos hind1ExitPoint;
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Actor reinforcementsEntryPoint;
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Actor reinforcementsUnloadPoint;
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@@ -145,7 +141,10 @@ namespace OpenRA.Mods.RA.Missions
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if (world.FrameNumber == frameInfiltrated + 1500 * 6)
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foreach (var attacker in townAttackers.Where(a => !a.IsDead() && a.IsInWorld))
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{
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attacker.CancelActivity();
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attacker.QueueActivity(new AttackMove.AttackMoveActivity(attacker, new Move.Move(reinforcementsUnloadPoint.Location + new CVec(10, -15), 3)));
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}
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}
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if (attackingTown)
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@@ -406,24 +405,19 @@ namespace OpenRA.Mods.RA.Missions
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};
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lab = actors["Lab"];
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lab.AddTrait(new Allies04InfiltrateAction(OnLabInfiltrated));
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hind1EntryPoint = actors["Hind1EntryPoint"].Location;
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hind1Points = new[]
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{
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actors["Hind1Point1"].CenterLocation,
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actors["Hind1Point2"].CenterLocation
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};
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hind1ExitPoint = actors["Hind1ExitPoint"].Location;
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reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
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reinforcementsUnloadPoint = actors["ReinforcementsUnloadPoint"];
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patrols = new[]
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patrols = new List<Patrol>
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{
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new Patrol(world, new[] { "e1", "e1", "e1", "e1", "e1" }, soviets, patrolPoints1, 0),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints2, 3),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints3, 0),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints2, 4),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints4, 0),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints5, 0),
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};
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if (difficulty == "Hard")
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patrols.Add(new Patrol(world, new[] { "e1", "e1", "dog.patrol" }, soviets, patrolPoints3, 0));
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bridgeTank = actors["BridgeTank"];
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bridgeAttackPoint = actors["BridgeAttackPoint"];
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