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added nod mission 2b #7437

Merged
merged 2 commits into from
Feb 14, 2015
Merged

added nod mission 2b #7437

merged 2 commits into from
Feb 14, 2015

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42foobar42
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So this mission is very similar to 2a.

@obrakmann
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Looks good to me, 👍

@abcdefg30
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We need something (just a hunt activity?) for the case that the base is at a different location:
nod02b
(Image: Idling gdi units)

We may need this for nod02a as well.

local Harv = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Owner == GDI and actor.Type == 'harv' and not actor.IsDead
end)
OnAnyDamaged({Harv[1]}, Atk5TriggerFunction)
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Why that complex? Trigger.OnDamaged(Harv[1], Atk5TriggerFunction) should be enough.

@Mailaender
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Yep, definitely needs an idle hunt trigger somewhere:

image

These guys are camping in front of my base, but not attacking.


Title: Invasion of Egypt (b)

Description: GDI has kept a stranglehold on Egypt for many years. Set up a forward attack base in your area. To do this you must select your Mobile Construction Vehicle (MCV) and right click on it. From here you can begin to build a base. This area contains plenty of Tiberium, so establishing the base should be easy.
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You're missing a space (there should be two) between on it. and From in comparison to nod02a.

@42foobar42
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I removed all tabs and spaces.

I added the harvester like it was in the original mission and deleted the obsolete lua code.

Also I added a trigger that all units go hunting when all buildings of the base are destroyed. I also added hunt to the end of every movement of the gdi units.


Trigger.AfterDelay(0, getStartUnits)
Harvester.FindResources()
--Trigger.AfterDelay(0, setTriggerAtk5)
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Please remove this, if you won't use it.

@abcdefg30
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Otherwise 👍.

But could you apply #7437 (comment) to nod02a as well?

@42foobar42
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Upps, forgot to delete...

Do you mean adding hunt to the end of every movement? Can I do this also with this PR?

@abcdefg30
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You can do it here, but if you wish you can submit another PR instead.

@42foobar42
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added the hunting to map 2a

@abcdefg30
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Ah wait, sorry, my mistake.
It would be better to have an "idle-trigger". At the moment units will stop after the killed one enemy.

I solved this in e.g. allies03a this way:
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
and then you'd need just IdleHunt(unit) instead of unit.Hunt().

@42foobar42
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No, problem.

Changed hunting as you recommended it.

@obrakmann
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Looks fine to me, 👍

I'm going to merge this despite the Appveyor build failure, which seems to be a problem on their end ("Unable to connect to the remote server").

obrakmann added a commit that referenced this pull request Feb 14, 2015
@obrakmann obrakmann merged commit d1f8107 into OpenRA:bleed Feb 14, 2015
@obrakmann
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Thanks!

Changelog

@42foobar42
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Your welcome! Next mission will take a few days.

So, see you soon ;)

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6 participants