I have a lonestar-fixed branch which updates these missions to work with
the current engine.


On Sun, Jun 2, 2013 at 8:03 PM, Matthias Mailänder <notifications@github.com
> wrote:

> In OpenRA.Mods.RA/Missions/FortScript.cs:
>
> > +            var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == multi0)
> > +                && ((u.HasTrait<Building>() && !u.HasTrait<Mobile>())));
> > +            var targetEnemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
> > +            if (targetEnemy != null)
> > +            {
> > +                self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(targetEnemy), 6)));
> > +            }
> > +        }
> > +
> > +        void SendVehicles()
> > +        {
> > +            if (SpawnVehicles == true)
> > +            {
> > +                for (int i = 1; i <= VehicleSquadCount; i++)
> > +                {
> > +                    var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets)
>
> error CS0219: The variableenemies' is assigned but its value is never
> used`
>
> —
> Reply to this email directly or view it on GitHub<https://github.com/OpenRA/OpenRA/pull/3365/files#r4491090>
> .
>