Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   FMB, Mission & Campaign builder Discussions (http://forum.fulqrumpublishing.com/forumdisplay.php?f=203)
-   -   spawn airgroups? (http://forum.fulqrumpublishing.com/showthread.php?t=26515)

FG28_Kodiak 10-17-2011 04:14 PM

Quote:

Originally Posted by David198502 (Post 350140)
ok Kodiak...i tried the script.
the He's of the main mission disappear after the 60seconds, but all other He's of the submissions will stay on the map...

so i pasted the relevant part of the script in all the submissios to destroy these He's as well.....this works!

...but is it possible to edit the script of the main mission, that all He's, including the ones of the submissions, disappear?

Yes it's possible, you must set the MissionNumberListener = -1, -1 means the script 'listen' to all events in all missions. If you only want one mission are listen you must specify the MissionNumber of the mission.
The best place for the MissionNumberListener is a method that called at the begin of a Mission. Normaly i use OnBattleStarted()
Code:

    public override void OnBattleStarted()
    {
        base.OnBattleStarted();

        MissionNumberListener = -1;
    }

Quote:

i also saw that it is possible to load submissions randomly...but in your tutorial you have some conditions which determine whether a mission is loaded or not(mission x will not be loaded if one destroys friendly vehicle)...i would like to load submissions randomly, regardless of any conditions, every xx seconds.is that possible?

i think its a better solution for my purpose to load submissions by random than loading mission after mission in determined sequence, because this would add an surprising factor, and i think it would shorten the script drastically, if i want to have 20 or more submissions.
Yes its possible the only thing you need is in OnTickGame()
Code:

Random ZufaelligeMission = new Random();
     
            switch (ZufaelligeMission.Next(1,5))
            {
                case 1:
                    GamePlay.gpPostMissionLoad("missions\\Single\\Samples\\TestSubmissions\\MissionNachladen6Sub1.mis");
                break;
                case 2:
                    GamePlay.gpPostMissionLoad("missions\\Single\\Samples\\TestSubmissions\\MissionNachladen6Sub2.mis");
                break;
                case 3:
                    GamePlay.gpPostMissionLoad("missions\\Single\\Samples\\TestSubmissions\\MissionNachladen6Sub3.mis");
                break;
                case 4:
                    GamePlay.gpPostMissionLoad("missions\\Single\\Samples\\TestSubmissions\\MissionNachladen6Sub4.mis");
                break;
               
            }


David198502 10-17-2011 05:30 PM

ok tried it, but i still dont know when and how i use those parts....
this is what i have so far....

PHP Code:

using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class 
Mission AMission
{

 public 
override void OnBattleStarted()
    {
        
base.OnBattleStarted();

        
MissionNumberListener = -1;
    }

    public 
override void OnActorCreated(int missionNumberstring shortNameAiActor actor)
    {
        
base.OnActorCreated(missionNumbershortNameactor);

        if (
actor is AiAircraft)
        {
            switch ((
actor as AiAircraft).InternalTypeName())
            {

                case 
"bob:Aircraft.He-111P-2":

                    
Timeout(420, () =>    // Time in Seconds
                         
{
                             (
actor as AiAircraft).Destroy();
                         });
                    break;
            }
        }
    }


 
public 
override void OnTickGame()
{
Random ZufaelligeMission = new Random();
       
            switch (
ZufaelligeMission.Next(1,5))
            {
                case 
1:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\mission1.mis");
                break;
                case 
2:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission2.mis");
                break;
                case 
3:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission3.mis");
                break;
                case 
4:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission4.mis");
                break;
                
            }

}
}
}


there is a main mission, with a bf109 and 9He's(which should be destroyed after xx seconds)

after xx seconds i want the game to load one mission ,selected randomly out of 4 submissions.
i also want the He's loaded with the submission to be destroyed after the xx seconds, like the ones from the main mission.
and i want the game to repeat that process, so that every xx seconds a new mission is loaded randomly.....so that the mission can run forever

FG28_Kodiak 10-17-2011 06:36 PM

Script modified (added a timer) and corrected:

Code:

using System;
using System.Collections.Generic;
using System.Diagnostics;
using maddox.game;
using maddox.game.world;


public class Mission : AMission
{
    Stopwatch MissionTimer = new Stopwatch();

    public override void OnBattleStarted()
    {
        base.OnBattleStarted();
        MissionTimer.Start();
        MissionNumberListener = -1;
    }


    public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
    {
        base.OnActorCreated(missionNumber, shortName, actor);

        if (actor is AiAircraft)
        {
            switch ((actor as AiAircraft).InternalTypeName())
            {

                case "bob:Aircraft.He-111P-2":

                    Timeout(420, () =>    // Time in Seconds
                        {
                            (actor as AiAircraft).Destroy();
                        });
                    break;
            }
        }
    }


 
    public override void OnTickGame()
    {
   
        if(MissionTimer.Elapsed.TotalSeconds >= 60)  //Loads a mission every 60s
        {
            Random ZufaelligeMission = new Random();

            MissionTimer.Restart(); // Sets timer to 0 and start again
   
            switch (ZufaelligeMission.Next(1,5))
            {
                case 1:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission1.mis");
                    break;
                case 2:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission2.mis");
                    break;
                case 3:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission3.mis");
                    break;
                case 4:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission4.mis");
                    break;
            }
        }
    }

}


Ataros 10-17-2011 08:31 PM

I did not try using Stopwatch() yet. Is it a part of C# or CloD only?

Can it be used inside the onTickGame method only or in any other method as well?

If it is placed inside the onTickGame method won't the "if" statement checked every tick, i.e. 30 times a second?

FG28_Kodiak 10-18-2011 05:04 AM

Quote:

I did not try using Stopwatch() yet. Is it a part of C# or CloD only?
Stopwatch is part of the .Net-Framework, it provides the most accurate time measurement. So it's very usefull if you need accurate timing.
you need to include the namespace System.Diagnostics for usage.

For the query time can be for example (MissionTimer1 is the stop watch)
MissionTimer1.Elapsed.Days
MissionTimer1.Elapsed.Hours
MissionTimer1.Elapsed.Minutes
MissionTimer1.Elapsed.Seconds
MissionTimer1.Elapsed.Milliseconds
MissionTimer1.Elapsed.Ticks
MissionTimer1.Elapsed.TotalDays
MissionTimer1.Elapsed.TotalHours
MissionTimer1.Elapsed.TotalMinutes
MissionTimer1.Elapsed.TotalSeconds
MissionTimer1.Elapsed.TotalMilliseconds

There is a difference between for example Minutes and TotalMinutes etc.:
MissionTimer1.Elapsed.Minutes has e.g. the range -59 to 59 minutes, only indicates the minute proportion of the total time. at 2h 43m 12s would be the 43rd
MissionTimer1.Elapsed.TotalMinutes provides e.g. the total number of minutes since launch. 2h 43m 12s min at 163.12 then.


Methods
MissionTimer1.Start () / / Starts the timer
MissionTimer1.Stop () / / Pauses the timer can be resume with Start ()
MissionTimer1.Restart () / / Starts the timer at 0 newly
MissionTimer1.Reset () / / Resets the timer to 0 and stops the time measurement
MissionTimer1.IsRunning / / bool indicates whether the timer is running (true) or not (false)

Quote:

Can it be used inside the onTickGame method only or in any other method as well?
Its depend not on OnTickGame.
You can for example measure the time between two events etc.
You need to declare a Stopwatch global and start it once, normaly OnBattleStarted(). Then you can use it in every way you like.

Quote:

If it is placed inside the onTickGame method won't the "if" statement checked every tick, i.e. 30 times a second?
Yes, but this is no problem, normaly.
Don't know whats faster, a modulo calculation or a simple stopwatch request. But stopwatch is much more accurate. ;)

Ataros 10-18-2011 08:40 AM

Thank you very much for great explanation! I will be using it in the future.

Currently I am struggling with triggers for my R2 and R3 mission and hope you can advise what I should look at.

I am loading 2 submissions 1_E3_air0.mis , 1_E3_air1.mis randomly.
2nd one is a copied 1st one with aircraft changed from Wellington to Blenheim. Name of airgroup remained the same.

Triggers in submissions are called 1_E3_air and 1_E3_air. Same name now but I tried also checking 1_E3_air0 and 1_E3_air1 in a loop with the same result. The trigger was created in the 1st submission and copied to the 2nd in a notepad.
1_E3_air TPassThrough 1 gb02.07 53073 33421 2000
1_E3_air TPassThrough 1 gb02.07 53073 33421 2000

As a result, the 1st submission trigger does not work at all. The second submission trigger works 2 or 5 times (maybe depending on number of aircraft in the group?)

Questions:
Why the trigger in 1st submission may not wark?
In which cases && active) check must be added?
When GamePlay.gpGetTrigger(shortName).Enable = false; must be edded? Naryv does not use it in some of his examples.
How to make 2nd trigger "work" only once per mission?
Can all triggers have the same name?
When I copy a mission file should I change a name of an airgroup in it by hand?
If I include all the triggers into the host-mission only would they trigger when submission airgroups pass-through?


Code:

      public override void OnTrigger(int missionNumber, string shortName, bool active) 
        {  base.OnTrigger(missionNumber, shortName, active);


        string[] attackSector = { "C5", "D4", "E3" };          // sectors attacked

        // air missions
        #region air missions
       
      string currMissType = "air";

            for (int j = 1; j < 3 ; j++) // Army
            { 
                for (int i = 0; i < attackSector.Length ; i++)
                {
                    string str = (j).ToString() + "_" + attackSector[i].ToString() + "_" + currMissType; // +k.ToString(); // + missionType[1].ToString() //string str = i.ToString() + "_" + (j).ToString() + "_gg";
// && active) is this needed?
                        if (str.Equals(shortName)) // && active)    is this needed?      // test     
                        {                     
                          sendChatMessageTo(-1, str , null);                  // test msg
                       
                          if (j == 1) // red win
                            {
                              currBonusLoss = allowed109s - min109s;
                              if (currBonusLoss < 1) currBonusLoss++;

                              allowed109s = min109s;
                              ScoreRed += 1;

                                sendScreenMessageTo(-1, new string[] { "ru" }, "The Allies bombed the Axis' airfield! Limit of available Bf-109E4 is reduced by {0}!", new object[] { currBonusLoss });
                              sendScreenMessageTo(-1, "Красные разбомбили синий аэродром! Лимит доступных Bf-109E4 снижен на {0}!", new object[] { currBonusLoss });
                              sendChatMessageTo(-1, new string[] { "ru" }, "The Allies bombed the Axis' airfield! Limit of available Bf-109E4 is reduced by {0}!", new object[] { currBonusLoss });
                              sendChatMessageTo(-1, "ru", "Красные разбомбили синий аэродром! Лимит доступных Bf-109E4 снижен на {0}!", new object[] { currBonusLoss });
  // testing                           
                              sendScreenAndChatMessageTo( -1, new object[] { currBonusLoss },
                                  "Testing! sendScreenAndChatMessageTo Bf-109E4 is reduced by {0}!",
                                  "Тест! sendScreenAndChatMessageTo Bf-109E4 is reduced by {0}!");


                            }

                            else // blue win
                            {

                              allowedSpit2s = minSpit2s;
                              ScoreBlue += 1;

                              sendScreenMessageTo(-1, new string[] { "ru" }, "The Axis bombed the Allies' airfield! Limit of available Spitfire IIa  is reduced by {0}!", new object[] { currBonusLoss });
                              sendScreenMessageTo(-1, "Синие разбомбили красный аэродром! Лимит доступных Spitfire IIa снижен на {0}!", new object[] { currBonusLoss });
                              sendChatMessageTo(-1, new string[] { "ru" }, "The Axis bombed the Allies' airfield! Limit of available Spitfire IIa  is reduced by {0}!", new object[] { currBonusLoss });
                              sendChatMessageTo(-1, "ru", "Синие разбомбили красный аэродром! Лимит доступных Spitfire IIa снижен на {0}!", new object[] { currBonusLoss });

                            }
// do I need this?
                          //GamePlay.gpGetTrigger(shortName).Enable = false; 

                          break;
                        }

            }
        }
        #endregion   
}

If you would like to see the complete mission please let me know. But it is a mess now :)

David198502 10-18-2011 09:16 AM

thx Kodiak!you are really helpful and supportive not only for me, but i think for the whole community...i think with every question i ask, this thread gains worth...
this script works, and finally i have what i wanted to achieve, a infinite bomb raid on london...i have 50 submissions, each with 18 He's, and in every mission they bomb another area of the city...so after playing an hour, the center of london resembles Dresden in 45.combined with massive AAA this mission really looks nice...

however now i want to have british fighters as well in that mission... but i will try that for myself first, and if i run into trouble, i'm sure your knowledge will once again be useful...thx again Kodiak.....if this thread was more structured, it could serve as a knowledge-base.

FG28_Kodiak 10-18-2011 11:21 AM

@Ataros:
Quote:

Why the trigger in 1st submission may not wark?
Could i have the complete script please?
Quote:

In which cases && active) check must be added?
active shows if a trigger is enabled (true) or (disabled), normaly its not needed if a trigger is not active OnTrigger(..) is not called, but may be changes in future ;)
Quote:

When GamePlay.gpGetTrigger(shortName).Enable = false; must be edded? Naryv does not use it in some of his examples.
Depends on trigger type you use, by time there is no need but by others there can be, you should use it if there is a chance that the trigger can be activated a second time, by passthru for example it could happen
Quote:

How to make 2nd trigger "work" only once per mission?
I need to see the complete script, but normaly disable it with ActorName.Full().
Quote:

Can all triggers have the same name?
Yes. If the missionNumber is different.
Quote:

When I copy a mission file should I change a name of an airgroup in it by hand?
Not nessesary, depens on our code.
Quote:

If I include all the triggers into the host-mission only would they trigger when submission airgroups pass-through?
If MissionNumberListener = -1 they should.

Ataros 10-18-2011 11:41 AM

1 Attachment(s)
Quote:

Originally Posted by FG28_Kodiak (Post 350798)
@Ataros:

Could i have the complete script please?

Thank you very much! This is a very WIP version. Many things changed for testing. Please find it attached.

David198502 10-18-2011 06:50 PM

ok i tried to combine your last script with the one where the same airgroup gets respawned everytime you shot a certain amount down....

doesnt work...


PHP Code:

using System;
using System.Collections.Generic;
using System.Diagnostics;
using maddox.game;
using maddox.game.world;


public class 
Mission AMission
{
    
Stopwatch MissionTimer = new Stopwatch();

    public 
override void OnBattleStarted()
    {
        
base.OnBattleStarted();
        
MissionTimer.Start();
        
MissionNumberListener = -1;
    }


    public 
override void OnActorCreated(int missionNumberstring shortNameAiActor actor)
    {
        
base.OnActorCreated(missionNumbershortNameactor);

        if (
actor is AiAircraft)
        {
            switch ((
actor as AiAircraft).InternalTypeName())
            {

                case 
"bob:Aircraft.He-111P-2":

                    
Timeout(240, () =>    // Time in Seconds
                         
{
                             (
actor as AiAircraft).Destroy();
                         });
                    break;
            }
        }
    }
    
int planecounter 0;

    
    public 
override void OnActorDead(int missionNumberstring shortNameAiActor actor, List<DamagerScoredamages)
    {
        
base.OnActorDead(missionNumbershortNameactordamages);

        
AiAction MakeNewAircraft GamePlay.gpGetAction("SpawnAircraft");

        if (
actor != null && MakeNewAircraft != null && actor is AiAircraft)
        {
            if (
actor.Name().Contains("BoB_RAF_F_FatCat_Early"))
            {
                
planecounter++;

                if (
planecounter == 2)
                {
                    
MakeNewAircraft.Do();
                    
GamePlay.gpHUDLogCenter("New Enemy spawned!");
                }
            }
        }
    }
 
    public 
override void OnTickGame()
    {
    
        if(
MissionTimer.Elapsed.TotalSeconds >= 180)  //Loads a mission every 180s
        
{
            
Random ZufaelligeMission = new Random();

            
MissionTimer.Restart(); // Sets timer to 0 and start again
    
            
switch (ZufaelligeMission.Next(1,65))
            {
                case 
1:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission1.mis");
                    break;
                case 
2:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission2.mis");
                    break;
                case 
3:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission3.mis");
                    break;
                case 
4:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission4.mis");
                    break;
                case 
5:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission5.mis");
                    break;
                case 
6:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission6.mis");
                    break;
                case 
7:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission7.mis");
                    break;
                case 
8:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission8.mis");
                    break;
                case 
9:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission9.mis");
                    break;
                case 
10:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission10.mis");
                    break;
                case 
11:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission11.mis");
                    break;
                case 
12:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission12.mis");
                    break;
                case 
13:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission13.mis");
                    break;
                case 
14:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission14.mis");
                    break;
                case 
15:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission15.mis");
                    break;
                case 
16:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission16.mis");
                    break;
                case 
17:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission17.mis");
                    break;
                case 
18:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission18.mis");
                    break;
                case 
19:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission19.mis");
                    break;
                case 
20:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission20.mis");
                    break;
                case 
21:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission21.mis");
                    break;
                case 
22:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission22.mis");
                    break;
                case 
23:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission23.mis");
                    break;
                case 
24:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission24.mis");
                    break;
                case 
25:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission25.mis");
                    break;
                case 
26:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission26.mis");
                    break;
                case 
27:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission27.mis");
                    break;
                case 
28:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission28.mis");
                    break;
                case 
29:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission29.mis");
                    break;
                case 
30:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission30.mis");
                    break;
                case 
31:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission31.mis");
                    break;
                case 
32:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission32.mis");
                    break;
                case 
33:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission33.mis");
                    break;
                case 
34:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission34.mis");
                    break;
                case 
35:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission35.mis");
                    break;
                case 
36:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission36.mis");
                    break;
                case 
37:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission37.mis");
                    break;
                case 
38:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission38.mis");
                    break;
                case 
39:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission39.mis");
                    break;
                case 
40:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission40.mis");
                    break;
                case 
41:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission41.mis");
                    break;
                case 
42:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission42.mis");
                    break;
                case 
43:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission43.mis");
                    break;
                case 
44:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission44.mis");
                    break;
                case 
45:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission45.mis");
                    break;
                case 
46:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission46.mis");
                    break;
                case 
47:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission47.mis");
                    break;
                case 
48:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission48.mis");
                    break;
                case 
49:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission49.mis");
                    break;
                case 
50:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission50.mis");
                    break;
                case 
51:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission51.mis");
                    break;
                case 
52:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission52.mis");
                    break;
                case 
53:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission53.mis");
                    break;
                case 
54:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission54.mis");
                    break;
                case 
55:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission55.mis");
                    break;
                case 
56:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission56.mis");
                    break;
                case 
57:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission57.mis");
                    break;
                case 
58:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission58.mis");
                    break;
                case 
59:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission59.mis");
                    break;
                case 
60:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission60.mis");
                    break;
                case 
61:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission61.mis");
                    break;
                case 
62:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission62.mis");
                    break;
                case 
63:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission63.mis");
                    break;
                case 
64:
                    
GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission64.mis");
                    break;
               
            }
        }
    }





All times are GMT. The time now is 03:01 PM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.