Well, I've been messing around with changing spawn points for a while and I've got it mostly working except for one huge problem. The new spawn points don't update until I switch teams. For example, if I'm on red team and BirthPlace_1 switches to blue, I can still spawn there until I switch to blue and then back to red. I suspect it has something to do with the first mission still running after the second one is started, or the code isn't destroying BirthPlaces properly. It destroys "AiBirthPlaces". Do players use "AiBirthPlaces", or is that only for the AI. I saw no way to get a list of player "BirthPlaces".
Here's the code and the missions attached. If anybody sees any problems with it, please tell me. The spawn points and front lines will change sixty seconds after the mission starts.
Code:
using System;
using System.Collections;
using maddox.game;
using maddox.game.world;
public class Mission : AMission
{
// MissionMarker class. Equivalent to "Front Markers" in FMB
internal class MissionMarker
{
internal double x; //x coordinate
internal double y; //y coordinate
internal int army; //army that "owns" the marker. 1 is red. 2 is blue.
internal MissionMarker(double x, double y, int army) { this.x = x; this.y = y; this.army = army; }
}
//create mission markers
private MissionMarker[] MissionMarkers = new MissionMarker[]
{ new MissionMarker(12741, 16068, 1),
new MissionMarker(17372, 11070, 1),
new MissionMarker(23349, 23045, 2),
new MissionMarker(29122, 22331, 2)
};
//wheter or not markers have been initialized
bool markersNotInitialized = true;
public override void OnTickGame()
{
//if markers are not initialized, they won't show up on the player's map
if (markersNotInitialized)
{
//just setting the markers army equal to it's current army
for (int i = 0; i < MissionMarkers.Length; i++)
GamePlay.gpPostMissionLoad(CreateNewFrontLineMission(i, MissionMarkers[i].army));
markersNotInitialized = false;
}
}
internal ISectionFile CreateNewFrontLineMission(int markerNum, int newArmy)
{
//change the mission markers army to the new army
MissionMarkers[markerNum].army = newArmy;
//destroy all existing BirthPlaces/SpawnPoints, but only if the markers have been initialized
if (!markersNotInitialized)
{
foreach (AiBirthPlace bp in GamePlay.gpBirthPlaces())
{
if (bp != null)
bp.destroy();
}
}
//?? This must be the code that turns MissionMarkers into FrontMarkers
ISectionFile f = GamePlay.gpCreateSectionFile();
string sect;
string key;
string value;
sect = "FrontMarker";
for (int i = 0; i < MissionMarkers.Length; i++)
{
key = "FrontMarker" + i.ToString();
value = MissionMarkers[i].x.ToString(System.Globalization.CultureInfo.InvariantCulture.NumberFormat) + " " + MissionMarkers[i].y.ToString(System.Globalization.CultureInfo.InvariantCulture.NumberFormat) + " " + MissionMarkers[i].army.ToString();
f.add(sect, key, value);
}
return f;
}
public override void OnTrigger(int missionNumber, string shortName, bool active)
{
//call base classes OnTrigger method.
base.OnTrigger(missionNumber, shortName, active);
//if the trigger that was called is the trigger that we're looking for
if (shortName.Equals("trigger1") && active)
{
GamePlay.gpHUDLogCenter("Trigger1");
//change the mission marker at 0 to blue army
GamePlay.gpPostMissionLoad(CreateNewFrontLineMission(0, 2));
//load new mission to change base ownership
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/triggerTest/changeBase.mis");
}
//not sure what this does either. Do some action. From where?
AiAction action = GamePlay.gpGetAction(ActorName.Full(missionNumber, shortName));
if (action != null)
action.Do();
}
}