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Fixed GDI01 secondary objectives and mission descriptions #7052
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In #6880 @obrakmann expressed horror over introducing |
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Shouldn't the secondary objective be marked as failed if you lose your entire base? |
Yes. Do you mean that is broken here? |
If the objective has a purpose (like giving reinforcements), then I think no - the objective has already been completed and you have been rewarded for it. |
@abcdefg30 All your men need to die for that to fail completely. My first attempt was to revert that objective back to incomplete, but that was rejected. |
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Updated. You now can't sell your base (as we still need it for GDI02) and I made an attempt to fix the gunboat stopping when acquiring a new target. A regression introduced by #7067. |
The boat now moves, but doesn't target anything automatically anymore. |
Which is weird. I don't understand why. |
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nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops") | ||
gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area") | ||
gdiObjective2 = player.AddSecondaryObjective("Establish a beachhead") | ||
Media.PlayMovieFullscreen("landing.vqa", function() |
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Isn't this reverting the recent FMV changes?
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Yes, I am an idiot. Resolved the merge conflict towards the wrong way and did not even notice that this plays the movies twice. Fixed.
code cleanup
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Fixed GDI01 secondary objectives and mission descriptions
Split from #6880.