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

View File

@@ -1412,18 +1412,6 @@ Actors:
BaseGuardTruckPos: waypoint BaseGuardTruckPos: waypoint
Location: 64,36 Location: 64,36
Owner: Neutral Owner: Neutral
Hind1EntryPoint: waypoint
Location: 88,111
Owner: Neutral
Hind1Point1: waypoint
Location: 67,91
Owner: Neutral
Hind1Point2: waypoint
Location: 61,68
Owner: Neutral
Hind1ExitPoint: waypoint
Location: 80,16
Owner: Neutral
Actor411: e2 Actor411: e2
Location: 73,53 Location: 73,53
Owner: Soviets Owner: Soviets
@@ -1773,6 +1761,36 @@ Actors:
Actor522: ss Actor522: ss
Location: 43,100 Location: 43,100
Owner: Soviets Owner: Soviets
Actor92: hosp
Location: 57,78
Owner: Neutral
Actor523: v02
Location: 56,87
Owner: Neutral
Actor524: v03
Location: 60,90
Owner: Neutral
Actor525: c1
Location: 55,90
Owner: Neutral
Actor526: c9
Location: 60,94
Owner: Neutral
Actor527: v11
Location: 59,94
Owner: Neutral
Actor528: brl3
Location: 60,95
Owner: Neutral
Actor529: barl
Location: 59,95
Owner: Neutral
Actor530: brl3
Location: 58,94
Owner: Neutral
Actor533: brl3
Location: 54,88
Owner: Neutral
Smudges: Smudges: