diff --git a/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs b/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs index cbfe29e10..fbd40ca05 100644 --- a/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs +++ b/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs @@ -303,7 +303,7 @@ namespace Barotrauma.Tutorials foreach (Structure s in Structure.WallList) { if (s.CastShadow || !s.HasBody) continue; - + if (s.Rect.Right > steering.Item.CurrentHull.Rect.Right) windows.Add(s); } @@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials } if (broken) break; } - + if (broken) break; yield return CoroutineStatus.Running; } while (!broken); @@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials yield return CoroutineStatus.Running; } - moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f)); - infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller."); while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller") @@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials yield return CoroutineStatus.Running; } + moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f)); + infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, " + "press the left mouse button."); while (!moloch.IsDead) { + if (moloch.WorldPosition.Y > Character.Controlled.WorldPosition.Y + 600.0f) + { + moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, Character.Controlled.WorldPosition - moloch.WorldPosition); + } + moloch.AIController.SelectTarget(Character.Controlled.AiTarget); yield return CoroutineStatus.Running; }