@@ -77,8 +77,9 @@ function BunkerBreach:SetupDefenderBrains()
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-- Add defender brains, either using the Brain area or picking randomly from those created by deployments.
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if SceneMan .Scene :HasArea (" Brain" ) then
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- for actor in MovableMan .Actors do
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- if actor .Team == self .defenderTeam and actor :IsInGroup (" Brains" ) then
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+ for actor in MovableMan .AddedActors do
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+ if actor :IsInGroup (" Brains" ) then
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+ print (actor )
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actor .ToDelete = true ;
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end
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end
@@ -141,8 +142,10 @@ function BunkerBreach:SetupDefenderActors()
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local techID = PresetMan :GetModuleID (self :GetTeamTech (self .defenderTeam ));
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local crabToHumanSpawnRatio = self :GetCrabToHumanSpawnRatio (techID );
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+ local hasSpawnAreas = false ;
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for _ , loadoutName in pairs ({" Light" , " Heavy" , " Sniper" , " Engineer" , " Mecha" , " Turret" }) do
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if SceneMan .Scene :HasArea (loadoutName .. " Defenders" ) then
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+ hasSpawnAreas = true ;
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local defenderArea = SceneMan .Scene :GetOptionalArea (loadoutName .. " Defenders" );
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if defenderArea ~= nil then
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for defenderBox in defenderArea .Boxes do
@@ -167,7 +170,11 @@ function BunkerBreach:SetupDefenderActors()
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end
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for actor in MovableMan .AddedActors do
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if actor .Team ~= self .defenderTeam and not actor :IsInGroup (" Brains" ) and not actor :IsInGroup (" Bunker Systems - Automovers" ) then
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- MovableMan :ChangeActorTeam (actor , self .defenderTeam );
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+ if hasSpawnAreas then
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+ actor .ToDelete = true ;
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+ else
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+ MovableMan :ChangeActorTeam (actor , self .defenderTeam );
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+ end
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end
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end
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end
@@ -241,12 +248,12 @@ function BunkerBreach:StartActivity(isNewGame)
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self :SetupAIVariables ();
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- self :SetupHumanAttackerBrains ();
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-
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self :SetupDefenderBrains ();
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self :SetupDefenderActors ();
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+ self :SetupHumanAttackerBrains ();
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+
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self :SetupFogOfWar ();
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else
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self :ResumeLoadedGame ();
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