Which one goes where?
you gave me 2 code posts:
So should I set up a Private line like:
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;
using System.Diagnostics;
public class Mission : AMission
{
Stopwatch MissionTimer1M1 = new Stopwatch();
public override void OnBattleStarted()
{
base.OnBattleStarted();
//MissionNumberListener = -1;
MissionTimer1M1.Reset();
MissionTimer1M1.Start();
}
//-----------------------------------------------------------------------------------------------
//Section 1: Trigger Nachrichten
public override void OnTrigger(int missionNumber, string shortName, bool active)
{
base.OnTrigger(missionNumber, shortName, active);
if (("ScoreBlue50".Equals(shortName) && active) && (MissionTimer1M1.Elapsed.Minutes <= 5

) //Trigger 1 Nachricht
{
GamePlay.gpHUDLogCenter("Blue succeeded and sunk 3 red tanker");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if (("ScoreRed100".Equals(shortName) && active) && (MissionTimer1M1.Elapsed.Minutes <= 5

) //Trigger 1 Nachricht
{
GamePlay.gpHUDLogCenter("Red successfully reconnoiter LeHavre");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if (("ScoreRed50".Equals(shortName) && active) && (MissionTimer1M1.Elapsed.Minutes <= 5

) //Trigger 2 Nachricht
{
GamePlay.gpHUDLogCenter("Red succeeded and shot down 20% blue bomber");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if ("Trigger1All".Equals(shortName) && active) //Trigger 2 Nachricht
{
GamePlay.gpHUDLogCenter("German build-up plotted near Cherbourg (AD6), heading N!");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
}
public override void OnTickGame()
{
if (Time.tickCounter() % 540000 == 27000) // 108000 = 60 min repeat, 27000 = 15 min delay.
{
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/July1940_v10/Missionen/Mission2.mis");
GamePlay.gpHUDLogCenter(null, "RAF fly CAP between Calais and Dover. Minutes left: {0}", new object[] {});
GamePlay.gpHUDLogCenter(null, "LW meet a flight of Do17s 5000m over Calais in appr. {0} min.!\nEscort them to Dover!", new object[] {});
}
}
//Section 4 : AI entfernen
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
if (actor is AiGroundActor)
Timeout(3599, () =>
{
if (actor != null)
{ (actor as AiGroundActor).Destroy(); }
}
);
}
}
///////////////////////////////// Screen Message
private void ScreenMsg(int army, string msg, params object[] args)
{
List<Player> Consignees = new List<Player>();
if (GamePlay.gpPlayer() != null)
Consignees.Add(GamePlay.gpPlayer());
if (GamePlay.gpRemotePlayers() != null)
Consignees.AddRange(GamePlay.gpRemotePlayers());
if (army == -1)
{
GamePlay.gpHUDLogCenter(null, msg, args);
GamePlay.gpLogServer(null, msg, args);
}
else if (Consignees.Exists(item => item.Army() == army))
{
GamePlay.gpHUDLogCenter(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args);
GamePlay.gpLogServer(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args);
}
}