Allies 04: Add more town stuff. Remove leftover hind stuff. Only have patrol 3 on hard difficulty

This commit is contained in:
Scott_NZ
2013-01-27 13:57:35 +13:00
parent 3f6af59612
commit fba5b80980
2 changed files with 39 additions and 27 deletions

View File

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