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Old 10-04-2011, 10:34 PM
Ataros Ataros is offline
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Join Date: Jun 2010
Location: USSR
Posts: 2,439
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@ FG28_Kodiak
I am making a simple mission on Steppe map and trying to modify a script by TheEnlightenedFlorist which sends messages to a particular player in MP onPlaceEnter.

I want to define a new method to do this in 3 languages, but I do not know how to do it correctly. Also I included a multi-engine aircraft into limited list and wonder if the script would kill its engines correctly.

I included my questions into remarks. Would be grateful for any advice. Thank you for all your great help!

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

using System.Diagnostics;

/**
 * Parts of the script were taken from:
 * 
 * Operation Dynamo v2.0 
 * A multiplayer mission for IL-2 Sturmovik: Cliffs of Dover
 * @author TheEnlightenedFlorist
 * http://forum.1cpublishing.eu/showthread.php?t=23579&highlight=operation+dynamo
 * */

public class Mission : AMission
{
   
    //allowed and currently flying aircraft
    int allowed109s = 12;
    int current109s = 0;

    int allowedSpit2s = 7;
    int currentSpit2s = 0;

    int allowed110s = 4;
    int current110s = 0;


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

        //listen to events from all missions.
        MissionNumberListener = -1;

    }

    // Makes any FMB trigger/action pair work if they have the same name.
    //public override void OnTrigger(int missionNumber, string shortName, bool active)
    //{
    //    base.OnTrigger(missionNumber, shortName, active);
    //    AiAction action = GamePlay.gpGetAction(ActorName.Full(missionNumber, shortName));
    //    if (action != null)
    //        action.Do();
    //}


    public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex)
    {
        base.OnPlaceEnter(player, actor, placeIndex);

        // test
        // notAvailableMsg();

        if (actor != null && actor is AiAircraft)
        {
            //check limited aircraft
            switch ((actor as AiAircraft).InternalTypeName())
            {
                case "bob:Aircraft.Bf-109E-4":
                    {
                        current109s++;
                        if (current109s > allowed109s)
                        {
                            (actor as AiAircraft).hitNamed(part.NamedDamageTypes.Eng0TotalFailure);
                            notAvailableMsg(new Player[] { player });
                            //GamePlay.gpHUDLogCenter(new Player[] { player }, "Aircraft not available! Choose another aircraft.");
                        }
                        break;
                    }
                case "bob:Aircraft.SpitfireMkIIa":
                    {
                        currentSpit2s++;
                        if (currentSpit2s > allowedSpit2s)
                        {
                            (actor as AiAircraft).hitNamed(part.NamedDamageTypes.Eng0TotalFailure);
                            notAvailableMsg(new Player[] { player });
                            //GamePlay.gpHUDLogCenter(new Player[] { player }, "Aircraft not available! Choose another aircraft.");
                        }
                        break;
                    }
                case "bob:Aircraft.Bf-110C-7":
                    {
                        current110s++;
                        if (current110s > allowed110s)
                        {
                            //(actor as AiAircraft).hitNamed(part.NamedDamageTypes.Eng0TotalFailure); // Is this line for single-engined only? только для одномоторных?

                            // Will this do for multi-engine?
                            int iNumOfEngines = (aircraft.Group() as AiAirGroup).aircraftEnginesNum();
                            for (int i = 0; i < iNumOfEngines; i++)
                            {
                                aircraft.hitNamed((part.NamedDamageTypes)Enum.Parse(typeof(part.NamedDamageTypes), "Eng" + i.ToString() + "TotalFailure"));
                            }

                            notAvailableMsg(new Player[] { player });
                            //GamePlay.gpHUDLogCenter(new Player[] { player }, "Aircraft not available! Choose another aircraft.");
                        }
                        break;
                    }
            }
        }
    }

    // Trying to make a new method... Does it look correct?
    public void notAvailableMsg(Player player)
    {
        switch (player.LanguageName())
        {
            case "de":
                GamePlay.gpHUDLogCenter(new Player[] { player }, "Too many aircrafts of this type! Choose another aircraft.");
                break; //need translation please
            case "ru":
                GamePlay.gpHUDLogCenter(new Player[] { player }, "Слишком много самолетов данного типа! Выберите другой самолет.");
                break;
            default:
                GamePlay.gpHUDLogCenter(new Player[] { player }, "Too many aircrafts of this type! Choose another aircraft.");
                break;
        }
    }

    public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
    {
        base.OnPlaceLeave(player, actor, placeIndex);

        if (actor != null && actor is AiAircraft)
        {
            //check limited aircraft
            switch ((actor as AiAircraft).InternalTypeName())
            {
                case "bob:Aircraft.Bf-109E-4":
                    current109s--;
                    break;
                case "bob:Aircraft.SpitfireMkIIa":
                    currentSpit2s--;
                    break;
                case "bob:Aircraft.Bf-110C-7":
                    current110s--;
                    break;
            }
        }
    }

Last edited by Ataros; 10-04-2011 at 10:39 PM.
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