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Add soviet-06b #9657

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merged 1 commit into from Oct 18, 2015
Merged

Add soviet-06b #9657

merged 1 commit into from Oct 18, 2015

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ghost
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@ghost ghost commented Oct 17, 2015

This adds the mission soviet-06b.

Changes compared to the original:

  • Removed soviet tech center as it doesn't provide the player with unlocks (flamethrower)
  • Open path to gems near enemy base

Known issues:

  • Name is too long for the mission browser (Shorten the name or rework the browser to support it?)

Suggestions for difficulty settings are more than welcome.

@Mailaender
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Amount of starting units/cash are probably cheap difficulty switches. Mission works well already. ✅

@ghost
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ghost commented Oct 18, 2015

As with soviet-06a I'll most likely add the difficulties with another pull request.

Utils.Do(waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
unit.Hunt()
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What about IdleHunt here too?

@abcdefg30
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Needs a rebase now.

{ "proc", CVec.New(0, -8), 1400, true },
{ "weap", CVec.New(-4, -8), 2000, true },
{ "apwr", CVec.New(6, -5), 500, true }
}
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Lua has "tables"; something like this would be more readable (removing obscure numbers):

BaseBuildings =
{
    Apwr = { type = "apwr", pos = CVec.New(5, -9), cost = 500, exists = true },
    Barr = { type = "tent", pos = CVec.New(-4, -4), cost = 400, exists = true },
    Proc = { type = "proc", pos = CVec.New(0, -8), cost = 1400, exists = true },
    Weap = { type = "weap", pos = CVec.New(-4, -8), cost = 2000, exists = true },
    Apwr2 = { type = "apwr", pos = CVec.New(6, -5), cost = 500, exists = true }
}

@abcdefg30
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Well ok, we can do that. Please add the changes to soviet06a in a seperate commit too then (if you're going to update).

end

ProduceInfantry = function()
if not BaseBuildings[2][4] then
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if not BaseBuildings.Barr.exists then if using tables above.

@ghost
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ghost commented Oct 18, 2015

Other maps need to be updated as well as I pulled that AI code mostly from the soviet04/soviet05 missions.

@abcdefg30
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Hm, can we leave that to a follow up pr then?
Just rebase this and we're fine (for this pr) imho.
@atlimit8 ?

@atlimit8
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OK.
I never reviewed the others, so I never noticed before.

@ghost
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ghost commented Oct 18, 2015

Has been rebased.

@atlimit8
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@Biofreak1987 any response to this comment?

If not using tables, then it should be Trigger.OnKilled(actor, function() building[4] = false end) like the triggers below.

@ghost
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ghost commented Oct 18, 2015

Changed for both soviet06a and soviet06b

abcdefg30 added a commit that referenced this pull request Oct 18, 2015
@abcdefg30 abcdefg30 merged commit 919ba77 into OpenRA:bleed Oct 18, 2015
@abcdefg30
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3 participants