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Commit b3de682

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Tweaks to bunker breach to better handle deployments
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+12
-5
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1 file changed

+12
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Data/Base.rte/Activities/BunkerBreach.lua

Lines changed: 12 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -77,8 +77,9 @@ function BunkerBreach:SetupDefenderBrains()
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7878
-- Add defender brains, either using the Brain area or picking randomly from those created by deployments.
7979
if SceneMan.Scene:HasArea("Brain") then
80-
for actor in MovableMan.Actors do
81-
if actor.Team == self.defenderTeam and actor:IsInGroup("Brains") then
80+
for actor in MovableMan.AddedActors do
81+
if actor:IsInGroup("Brains") then
82+
print(actor)
8283
actor.ToDelete = true;
8384
end
8485
end
@@ -141,8 +142,10 @@ function BunkerBreach:SetupDefenderActors()
141142
local techID = PresetMan:GetModuleID(self:GetTeamTech(self.defenderTeam));
142143
local crabToHumanSpawnRatio = self:GetCrabToHumanSpawnRatio(techID);
143144

145+
local hasSpawnAreas = false;
144146
for _, loadoutName in pairs({"Light", "Heavy", "Sniper", "Engineer", "Mecha", "Turret"}) do
145147
if SceneMan.Scene:HasArea(loadoutName .. " Defenders") then
148+
hasSpawnAreas = true;
146149
local defenderArea = SceneMan.Scene:GetOptionalArea(loadoutName .. " Defenders");
147150
if defenderArea ~= nil then
148151
for defenderBox in defenderArea.Boxes do
@@ -167,7 +170,11 @@ function BunkerBreach:SetupDefenderActors()
167170
end
168171
for actor in MovableMan.AddedActors do
169172
if actor.Team ~= self.defenderTeam and not actor:IsInGroup("Brains") and not actor:IsInGroup("Bunker Systems - Automovers") then
170-
MovableMan:ChangeActorTeam(actor, self.defenderTeam);
173+
if hasSpawnAreas then
174+
actor.ToDelete = true;
175+
else
176+
MovableMan:ChangeActorTeam(actor, self.defenderTeam);
177+
end
171178
end
172179
end
173180
end
@@ -241,12 +248,12 @@ function BunkerBreach:StartActivity(isNewGame)
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242249
self:SetupAIVariables();
243250

244-
self:SetupHumanAttackerBrains();
245-
246251
self:SetupDefenderBrains();
247252

248253
self:SetupDefenderActors();
249254

255+
self:SetupHumanAttackerBrains();
256+
250257
self:SetupFogOfWar();
251258
else
252259
self:ResumeLoadedGame();

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