From fca453452542d3dd9c2e467bdf39c490527f4389 Mon Sep 17 00:00:00 2001 From: Oliver Brakmann Date: Wed, 21 Sep 2016 18:58:19 +0200 Subject: [PATCH] Fix AI still producing units with captured factories in Nod missions --- mods/cnc/maps/nod07a/nod07a-AI.lua | 4 ++-- mods/cnc/maps/nod07b/nod07b-AI.lua | 4 ++-- mods/cnc/maps/nod08a/nod08a-AI.lua | 4 ++-- mods/cnc/maps/nod08b/nod08b-AI.lua | 4 ++-- mods/cnc/maps/nod09/nod09-AI.lua | 4 ++-- 5 files changed, 10 insertions(+), 10 deletions(-) diff --git a/mods/cnc/maps/nod07a/nod07a-AI.lua b/mods/cnc/maps/nod07a/nod07a-AI.lua index bc48921b18..ca920102e0 100644 --- a/mods/cnc/maps/nod07a/nod07a-AI.lua +++ b/mods/cnc/maps/nod07a/nod07a-AI.lua @@ -92,7 +92,7 @@ ProduceHarvester = function(building) end ProduceInfantry = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end) @@ -116,7 +116,7 @@ ProduceInfantry = function(building) end ProduceVehicle = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then ProduceHarvester(building) diff --git a/mods/cnc/maps/nod07b/nod07b-AI.lua b/mods/cnc/maps/nod07b/nod07b-AI.lua index 6f9dd9f654..539e49cf79 100644 --- a/mods/cnc/maps/nod07b/nod07b-AI.lua +++ b/mods/cnc/maps/nod07b/nod07b-AI.lua @@ -92,7 +92,7 @@ ProduceHarvester = function(building) end ProduceInfantry = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end) @@ -116,7 +116,7 @@ ProduceInfantry = function(building) end ProduceVehicle = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then ProduceHarvester(building) diff --git a/mods/cnc/maps/nod08a/nod08a-AI.lua b/mods/cnc/maps/nod08a/nod08a-AI.lua index 35b9524a7b..4ee6c54b73 100644 --- a/mods/cnc/maps/nod08a/nod08a-AI.lua +++ b/mods/cnc/maps/nod08a/nod08a-AI.lua @@ -114,7 +114,7 @@ ProduceHarvester = function(building) end ProduceInfantry = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end) @@ -138,7 +138,7 @@ ProduceInfantry = function(building) end ProduceVehicle = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then ProduceHarvester(building) diff --git a/mods/cnc/maps/nod08b/nod08b-AI.lua b/mods/cnc/maps/nod08b/nod08b-AI.lua index 986c038b14..9fd38ff028 100644 --- a/mods/cnc/maps/nod08b/nod08b-AI.lua +++ b/mods/cnc/maps/nod08b/nod08b-AI.lua @@ -114,7 +114,7 @@ ProduceHarvester = function(building) end ProduceInfantry = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end) @@ -138,7 +138,7 @@ ProduceInfantry = function(building) end ProduceVehicle = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then ProduceHarvester(building) diff --git a/mods/cnc/maps/nod09/nod09-AI.lua b/mods/cnc/maps/nod09/nod09-AI.lua index 87d449e917..9d95f64857 100644 --- a/mods/cnc/maps/nod09/nod09-AI.lua +++ b/mods/cnc/maps/nod09/nod09-AI.lua @@ -114,7 +114,7 @@ ProduceHarvester = function(building) end ProduceInfantry = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end) @@ -138,7 +138,7 @@ ProduceInfantry = function(building) end ProduceVehicle = function(building) - if building.IsDead then + if building.IsDead or building.Owner ~= enemy then return elseif not CheckForHarvester() then ProduceHarvester(building)