diff --git a/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js b/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js index 9d66014cd8..7cd1198024 100644 --- a/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js +++ b/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js @@ -195,9 +195,11 @@ Trigger.prototype.DefeatPlayerOnceCCIsDestroyed = function(data) TriggerHelper.DefeatPlayer(data.from); }; -var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); -cmpTrigger.playerCivicCenter = {}; -cmpTrigger.DoAfterDelay(0, "InitGame", {}); -cmpTrigger.DoAfterDelay(1000, "InitializeEnemyWaves", {}); -cmpTrigger.RegisterTrigger("OnOwnershipChanged", "DefeatPlayerOnceCCIsDestroyed", { "enabled": true }); +{ + let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); + cmpTrigger.playerCivicCenter = {}; + cmpTrigger.DoAfterDelay(0, "InitGame", {}); + cmpTrigger.DoAfterDelay(1000, "InitializeEnemyWaves", {}); + cmpTrigger.RegisterTrigger("OnOwnershipChanged", "DefeatPlayerOnceCCIsDestroyed", { "enabled": true }); +} diff --git a/binaries/data/mods/public/maps/scenarios/Triggers_demo.js b/binaries/data/mods/public/maps/scenarios/Triggers_demo.js index d6ee5ac312..011c6b0328 100644 --- a/binaries/data/mods/public/maps/scenarios/Triggers_demo.js +++ b/binaries/data/mods/public/maps/scenarios/Triggers_demo.js @@ -105,30 +105,34 @@ Trigger.prototype.RangeAction = function(data) warn(uneval(data)); }; -// Activate all possible triggers -var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); +{ + let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); -var data = {"enabled": true}; -cmpTrigger.RegisterTrigger("OnStructureBuilt", "StructureBuiltAction", data); -cmpTrigger.RegisterTrigger("OnConstructionStarted", "ConstructionStartedAction", data); -cmpTrigger.RegisterTrigger("OnTrainingFinished", "TrainingFinishedAction", data); -cmpTrigger.RegisterTrigger("OnTrainingQueued", "TrainingQueuedAction", data); -cmpTrigger.RegisterTrigger("OnResearchFinished", "ResearchFinishedAction", data); -cmpTrigger.RegisterTrigger("OnResearchQueued", "ResearchQueuedAction", data); -cmpTrigger.RegisterTrigger("OnOwnershipChanged", "OwnershipChangedAction", data); -cmpTrigger.RegisterTrigger("OnPlayerCommand", "PlayerCommandAction", data); + // Activate all possible triggers + let data = { "enabled": true }; + cmpTrigger.RegisterTrigger("OnStructureBuilt", "StructureBuiltAction", data); + cmpTrigger.RegisterTrigger("OnConstructionStarted", "ConstructionStartedAction", data); + cmpTrigger.RegisterTrigger("OnTrainingFinished", "TrainingFinishedAction", data); + cmpTrigger.RegisterTrigger("OnTrainingQueued", "TrainingQueuedAction", data); + cmpTrigger.RegisterTrigger("OnResearchFinished", "ResearchFinishedAction", data); + cmpTrigger.RegisterTrigger("OnResearchQueued", "ResearchQueuedAction", data); + cmpTrigger.RegisterTrigger("OnOwnershipChanged", "OwnershipChangedAction", data); + cmpTrigger.RegisterTrigger("OnPlayerCommand", "PlayerCommandAction", data); -data.delay = 10000; // after 10 seconds -data.interval = 5000; // every 5 seconds -cmpTrigger.numberOfTimerTrigger = 0; -cmpTrigger.maxNumberOfTimerTrigger = 3; // execute it 3 times maximum -cmpTrigger.RegisterTrigger("OnInterval", "IntervalAction", data); -var entities = cmpTrigger.GetTriggerPoints("A"); -data = { - "entities": entities, // central points to calculate the range circles - "players": [1], // only count entities of player 1 - "maxRange": 40, - "requiredComponent": IID_UnitAI, // only count units in range - "enabled": true, -}; -cmpTrigger.RegisterTrigger("OnRange", "RangeAction", data); + cmpTrigger.numberOfTimerTrigger = 0; + cmpTrigger.maxNumberOfTimerTrigger = 3; // execute it 3 times maximum + + cmpTrigger.RegisterTrigger("OnInterval", "IntervalAction", { + "enabled": true, + "delay": 10 * 1000, + "interval": 5 * 1000, + }); + + cmpTrigger.RegisterTrigger("OnRange", "RangeAction", { + "entities": cmpTrigger.GetTriggerPoints("A"), // central points to calculate the range circles + "players": [1], // only count entities of player 1 + "maxRange": 40, + "requiredComponent": IID_UnitAI, // only count units in range + "enabled": true, + }); +} diff --git a/binaries/data/mods/public/maps/skirmishes/Gallic Fields (3).js b/binaries/data/mods/public/maps/skirmishes/Gallic Fields (3).js index 178e1fde93..a996f9ef3b 100644 --- a/binaries/data/mods/public/maps/skirmishes/Gallic Fields (3).js +++ b/binaries/data/mods/public/maps/skirmishes/Gallic Fields (3).js @@ -37,9 +37,9 @@ Trigger.prototype.SpawnAndAttack = function() this.DoAfterDelay(this.attackTime, "SpawnAndAttack", {}); }; -var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); - -cmpTrigger.attackSize = 1; // attack with 1 soldier -cmpTrigger.attackTime = 60*1000; // attack in 1 minute -cmpTrigger.DoAfterDelay(cmpTrigger.attackTime, "SpawnAndAttack", {}); - +{ + let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); + cmpTrigger.attackSize = 1; // attack with 1 soldier + cmpTrigger.attackTime = 60 * 1000; // attack in 1 minute + cmpTrigger.DoAfterDelay(cmpTrigger.attackTime, "SpawnAndAttack", {}); +}