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Old 01-10-2012, 09:36 PM
Smokeynz Smokeynz is offline
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Join Date: Apr 2011
Posts: 106
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Thanks Kodak,

Ok I did try and replicate the messaging to players in multiplayer for this, but must of had syntax wrong when i tried.

Can I use this as part of messaging aswell, or is it best to list separately for different jobs? (I hate repeating the same code, luv subs to do repeating stuff)

Ok I think I have followed your advise, can you please check the following section. Not sure if I am asking this if question correctly.
if (players.Exists(players => players.Army() == Chkarmy))



Code:
    private void Playerlist()
    {
        List<Player> players = new List<Player>();

        if (GamePlay.gpPlayer() != null)
            players.Add(GamePlay.gpPlayer());

        if (GamePlay.gpRemotePlayers() != null)
            players.AddRange(GamePlay.gpRemotePlayers());
    }

    //example of side specific overflight trigger response, message indicator    
    public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName,  active);
        int Chkarmy;
        /*===================de triggered mis=====================*/

        if ("de1".Equals(shortName) && active)
        {
            Playerlist(); //list players ingame
       
            ScreenMsg(-1, shortName + " trigger stage 1");// rem out once checks complete

            Chkarmy = 1;

            if (players.Exists(players => players.Army() == Chkarmy))
            {
                switch (de1S)
                {
                    case 1:
                        ScreenMsg(-1, shortName + " trigger switch stage 2");// rem out once checks complete
                        de1M();//trigger for map load
                        break;
                    case 2:
                        ScreenMsg(-1, shortName + " trigger already in action");// rem out once checks complete
                        break;
                }
            }
        }
    }
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