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Warehouse v0.2.6w
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--
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-- # Strategic Tasks
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--
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-- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a jucy task for enemy attacks.
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-- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a juicy task for enemy attacks.
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-- There are several interesting situations, which can occurr.
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--
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-- ## Capturing a Warehouse' Airbase
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--
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-- ## Capturing the Warehouse
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--
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-- A warehouse can also be captured by the enemy coaltion. If enemy groups enter the warehouse zone the event "Attacked" is triggered which can be captured by the
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-- A warehouse can also be captured by the enemy coaltion. If enemy groups enter the warehouse zone the event **Attacked** is triggered which can be captured by the
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-- @{#WAREHOUSE.OnAfterAttacked} event.
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--
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-- If a warehouse is attacked it will spawn all its ground assets in the spawn zone which can than be used to defend the warehouse zone.
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--
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-- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy.
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-- This event triggered in this case is
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-- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function.
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--
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-- The warehouse turn to the capturing coalition, i.e. its physical representation, and all assets as well. In paticular, all requests to the warehouse will
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-- spawn assets beloning to the new owner.
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--
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-- ## Destroying a Warehouse
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--
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-- If an enemy destroy the physical warehouse structure, the warehouse will of course stop all its services. In priciple, all assets contained in the warehouse are
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-- gone as well. So a warehouse should be properly defended.
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--
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-- Upon destruction of the warehouse, the event **Destroyed** is triggered, which can be captured by the @{#WAREHOUSE.OnAfterDestroyed} function.
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-- So the mission designer can invene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good.
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--
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-- ===
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--
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