Raid: Fix multiplayer balloon deployment and remove balloons after intro.

The balloons serve no purpose here and the scenario should be kept as simple as possible.
issue1247
Sven Eberhardt 2014-08-21 21:00:08 +02:00
parent 6569a47e37
commit 0966404db7
1 changed files with 5 additions and 4 deletions

View File

@ -37,15 +37,16 @@ func Intro_1()
func Intro_2()
{
// Wait until balloon has dropped
var all_balloons = FindObjects(Find_ID(BalloonDeployed)), balloon;
if (this.hero) this.balloon = this.hero->GetActionTarget();
if (this.balloon)
{
if (this.balloon->GetX() > 330)
this.balloon->ControlLeft();
for (balloon in all_balloons) balloon->ControlLeft();
else if (this.balloon->GetX() < 300)
this.balloon->ControlRight();
for (balloon in all_balloons) balloon->ControlRight();
else if (this.hero->GetY() > 310)
this.balloon->~ControlUp();
for (balloon in all_balloons) balloon->~ControlUp();
return ScheduleSame(10);
}
return ScheduleNext(20);
@ -97,9 +98,9 @@ func Intro_8()
return ScheduleNext(60);
}
func Intro_9()
{
RemoveAll(Find_ID(Balloon)); // they just confuse players
return Stop();
}