#1
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How to remove Static4 Stationary.Environment objects
Hi all,
this used to work but now it is not. any ideas on how to fix? Below code is in the .mis file that items the stationary objects i want to remove after 58 minutes. Code:
[Stationary] Static5 Stationary.Environment.FuelDrum_GER1_9 de 296598.06 217104.48 0.00 Static4 Stationary.Environment.FuelDrum_GER1_9 de 296582.91 217086.94 0.00 Static3 Stationary.Environment.FuelDrum_GER1_9 de 296562.56 217080.95 0.00 Static2 Stationary.Environment.FuelDrum_GER1_9 de 295859.16 217662.86 0.00 Static1 Stationary.Environment.FuelDrum_GER1_9 de 295877.09 217695.95 0.00 Static0 Stationary.Environment.FuelDrum_GER1_9 de 295899.00 217686.78 0.00 Code:
using System; using maddox.game; using maddox.game.world; using System.Collections.Generic; using System.Diagnostics; public class Mission : AMission { Stopwatch MissionTimer1M1 = new Stopwatch(); bool ReStart = false; public override void Init(ABattle battle, int missionNumber) { base.Init(battle, missionNumber); GamePlay.gpLogServer(null, "Mission 1 Loaded ", new object[] { }); //test Message //MissionNumberListener = -1; MissionTimer1M1.Reset(); MissionTimer1M1.Start(); } public override void OnTickGame() { base.OnTickGame(); if (Time.tickCounter() % (32 * 30 * 1) == 0) // every 30sec repeat, (32 ticks a sec x 60 sec * 1 mins) { if (MissionTimer1M1.Elapsed.Minutes >= 59) MissionTimer1M1.Stop(); } } //Section to remove AI after 58 mins public override void OnActorCreated(int missionNumber, string shortName, AiActor actor) { base.OnActorCreated(missionNumber, shortName, actor); if (actor is AiGroundActor) // 3599 = 58 mins Timeout(3599, () => { if (actor != null) { (actor as AiGroundActor).Destroy(); } }); } }
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#2
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Stationaries are not Actors!
You can use Code:
public static void RemoveStaticAt(double xPos, double yPos, double radius) { foreach (GroundStationary stationary in GamePlay.gpGroundStationarys(xPos, yPos, radius)) { stationary.Destroy(); } } GamePlay.gpGroundStationarys(double x, double y, double radius) GamePlay.gpGroundStationarys(string country) GamePlay.gpGroundStationarys(string country, double y, double radius) you get a Array of GroundStationary on a Position with a given radius, additional you can specify a country. Or you can get all Stationaries of a country you specify. |
#3
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Sweet. Will test
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#4
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Keep radius small to avoid accidently deleting other ground stationaries
__________________
When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
#5
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Quote:
But for this topic I don't to delete in a radius area, I want to delete every object I load in a sub mission. Example, I load a bomber mission, the targets spawn at same time as bomnbers. Then 1 hour later if the bombers did not make it or if they did, all Ground objects that were spawned in on that submission are removed. so maybe I use the below and place it in the sub mission .cs file Code:
public static void RemoveStaticAt(string country) { foreach (GroundStationary stationary in GamePlay.gpGroundStationarys(country)) { If country = de; { stationary.Destroy(); } } }
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals Last edited by hc_wolf; 10-16-2012 at 12:54 AM. |
#6
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OK, so if your loading from a sub-mission, I'll presume you know the mission number from which you want all the actor objects deleted. How about this ...
Code remove by author
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 10-18-2012 at 09:06 AM. |
#7
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Not Actors Stationaries
So Code:
using System; using System.Collections.Generic; using maddox.GP; using maddox.game; using maddox.game.world; public class Mission : AMission { Dictionary<GroundStationary,int> Stationaries = new Dictionary<GroundStationary, int>(); public override void OnBattleStarted() { base.OnBattleStarted(); MissionNumberListener = -1; } public override void OnMissionLoaded(int missionNumber) { base.OnMissionLoaded(missionNumber); foreach (GroundStationary stationary in GamePlay.gpGroundStationarys()) { if (!Stationaries.ContainsKey(stationary)) Stationaries[stationary] = missionNumber; } } public void RemoveStationaries(int missionNumber) { List<GroundStationary> toRemove = new List<GroundStationary>(); foreach (KeyValuePair<GroundStationary, int> keyValuePair in Stationaries) { if (keyValuePair.Value == missionNumber) { toRemove.Add(keyValuePair.Key); keyValuePair.Key.Destroy(); } } foreach (GroundStationary groundStationary in toRemove) { Stationaries.Remove(groundStationary); } } } |
#8
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Thanks Salmo, will test tonight. With regards to mission number.. well I can't say it is always mission 3 or mission 12. As the game goes on missions load and count in and the mission number can be mission 256
Anyways I will test that tonight. it is clean and looks like it will do the job. My other way I looked at today was this but have not tested yet. The below code removes all objects loaded in the mission that are from a country. example de Code:
Dictionary<GroundStationary, int> StationaryMisRelation = new Dictionary<GroundStationary, int>(); //Section 1: Trigger Nachrichten public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if ("DeleteTrigger".Equals(shortName) && active) //Trigger 1 Nachricht { foreach (KeyValuePair<GroundStationary, int> kvp in StationaryMisRelation) { GamePlay.gpLogServer(null, "Stationary: {0}; MissNr.: {1}", new object[] { kvp.Key.Title, kvp.Value }); } Timeout(20, () => { GamePlay.gpGetTrigger(shortName).Enable = false; }); } } // Destroy all [Stationary] objects for country de (germany) public void RemoveStaticAt(string country) //not sure if this will work. { foreach (GroundStationary stationary in GamePlay.gpGroundStationarys(country)) { country = de; { stationary.Destroy(); } } }
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#9
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salmos code wouldn't work for stationaries he uses AiActor but a GroundStantionary is not an Actor. So it's never registered in OnActorCreated,
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#10
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Wolfie, Kodiak's code is appropriate for groundStationaries. My code is for AiActors & as Kodiak says, won't work for stationaries (I had it for stationaries originally then changed it). You need to decide exactly what you want to do: delete groundstationaries for a given country? or stationaries from a given sub-mission?
In any event you will need to trap the mission number of the mission you want the stationaries deleted from.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 10-16-2012 at 06:00 AM. |
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