PHP Code:
#region Messages
private void sendChatMessage(string msg, params object[] args) { GamePlay.gpLogServer(null, msg, args); }
private void sendChatMessage(Player player, string msg, params object[] args) { if (player != null) GamePlay.gpLogServer(new Player[] { player }, msg, args); }
private void sendChatMessage(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.gpLogServer(null, msg, args); else if (Consignees.Exists(item => item.Army() == army)) GamePlay.gpLogServer(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args); }
private void sendScreenMessage(string msg, params object[] args) { GamePlay.gpHUDLogCenter(null, msg, args); }
private void sendScreenMessage(Player player, string msg, params object[] args) { if (player != null) GamePlay.gpHUDLogCenter(new Player[] { player }, msg, args); }
private void sendScreenMessage(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); else if (Consignees.Exists(item => item.Army() == army)) GamePlay.gpHUDLogCenter(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args); }
#endregion
Stopwatch MissionTimer = new Stopwatch();
internal InGameActors ActorList = new InGameActors();
public override void OnBattleStarted() { base.OnBattleStarted();
MissionNumberListener = -1; //GamePlay.gpPostMissionLoad("missions/Tests/DestroyTestSub1.mis");
MissionTimer.Start(); }
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor) { base.OnActorCreated(missionNumber, shortName, actor);
ActorList.Add(actor, missionNumber); }
public override void OnActorDestroyed(int missionNumber, string shortName, AiActor actor) { base.OnActorDestroyed(missionNumber, shortName, actor);
ActorList.Removeable(actor);
}
TimeSpan DestroyAfter = new TimeSpan(0, 1, 0); // Destroyafter set to one minute
public override void OnTickGame() { base.OnTickGame();
if (MissionTimer.Elapsed.TotalSeconds >= 10) { sendChatMessage("MissionNr: {0}", GamePlay.gpNextMissionNumber());
//Point3d test = new Point3d(40128.09, 20605.83, 0);
foreach (AiActor ac in ActorList.GetActors()) sendChatMessage("Actor: {0}", ac.Name());
//InGameGroundActors.DestroyActors(AiGroundActorType.Tank, AiGroundActorType.AAGun);
ActorList.DestroyActors(-1);
//InGameGroundActors.DestroyActors(1, AiGroundActorType.Artillery);
//InGameGroundActors.DestroyActors(GamePlay.gpPlayer().Place().Pos(), 300.0);
//if (GamePlay.gpNextMissionNumber() - 1 >0) // InGameGroundActors.DestroyActors(GamePlay.gpNextMissionNumber() - 1);
//GamePlay.gpPostMissionLoad("missions/Training/DestroyTestSub1.mis");
sendChatMessage("-----------------");
foreach (AiActor ac in ActorList.GetActors()) sendChatMessage("Actor: {0}", ac.Name());
MissionTimer.Reset(); } }
This part o script is causing console errors with my original script. What is this part of script needed for except sending messages to console?
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Last edited by _79_dev; 04-02-2012 at 08:21 AM.
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