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added mission nod4a #7534
added mission nod4a #7534
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end | ||
end | ||
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getActors = function(owner, units) |
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This should make use of the new Lua API function from #7463.
Winning and Loosing scenario seem to work properly. |
I keep in mind to change the the discover trigger as soon as it is merged. Winning scenario is killing all civilains in the north west village. It does not matter if you killed all GDI infantry. Loosing scenrario is if you loose all your own infantry or all civilians in the south east village are killed. |
#7492 has been merged. |
I noted this on IRC at the time, but I was really close to asking about progress here because I had forgotten myself: the |
local Actor = Reinforcements.Reinforce(Nod, civilian[1], civilian[2], 15, nil) | ||
NodCiviliansActors[#NodCiviliansActors+1] = Actor[1] | ||
end) | ||
NodObjective2 = Nod.AddPrimaryObjective("Protect the civilians that supports Nod.") |
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Typo: "[...] that support Nod."
Gameplay-wise this is fine, minus the mentioned nits. Knowing our audience, it's probably a bit hard. I don't have any good idea how to implement difficulty levels for it though, given how the mission works. I'll look at the code when this has been rebased against #7463. |
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Hi there, |
NodCiv1: c8 | ||
Location: 46,36 | ||
Owner: NodSupporter | ||
Health: 1 |
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Could you please remove those Health: 1
values here and below?
Did you add |
Thanks @abcdefg30 ! EnemyWatcher: and AnnounceOnSeen fixed the problem. |
MissionObjectives: | ||
EarlyGameOver: true | ||
EnemyWatcher: | ||
NotificationInterval: 25 |
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Note: This is ok for now, but should be removed once #7984 is merged (or the other way round).
To summarize: this has dependencies on #7463 and #7984. Sorry @42foobar42 |
#7984 is merged now. |
I removed the NotificationInterval, but I think it does not work as expected. When my units arrive the village the trigger does not work. |
-ConquestVictoryConditions: | ||
MissionObjectives: | ||
EarlyGameOver: true | ||
EnemyWatcher: |
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When my units arrive the village the trigger does not work.
Indeed it does, but it takes a while. To fix this,
you probably want add ScanInterval: 10
below this line (or maybe even a minor number).
And: Unintentional tab after the :
.
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What is the problem here? The default rescan interval should be ~1 second, which is a compromise between discovery speed and performance, but generally should be good enough for this.
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Hm, yeah it is really not the rescan interval. I guess I'll send a patch myself, and clean some other things up as well.
#7463 has been merged and I believe there are no more dependencies now. |
I think, I fixed everything in 42foobar42#4. |
Thanks @abcdefg30 . I merged your request. Looks good to me now. |
end) | ||
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Utils.Do(GcivActors, function(actor) | ||
actor.AttackMove(waypoint7.Location) |
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Damn it. I'm that silly.
We need an IsDead
check here.
Utils.Do(GcivActors, function(actor)
if not actor.IsDead then
actor.AttackMove(waypoint7.Location)
actor.AttackMove(waypoint8.Location)
IdleHunt(actor)
end
end)
Otherwise 👍 / ✅ |
Polish nod04a a bit
no problem. I fixed it. |
Works fine (I won, jay). ✅ |
Thanks! |
After a break, here we go again.
I think there are a few points that can be discussed on this mission.
So happy testing and I am waiting for your comments.