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#1
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Hi, we have a trigger setup that functions in player hosted servers, but will not function when run on "server" host
The basic operation is trigger "name" covers region which operates a timer switch which intern operates a triggered random mission set. The timer halts reactivation of trigger until time runs out then resets trigger. (random timer and defined timer period). As noted this works well in player hosted server. However in "server" hosted setup it fails. I note that I tried defining as per action.do trying triggers etc, but cannot find syntax or work around to force the trigger to work. hoping the advanced codies can help, thanks. heres the trigger operation code Code:
//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)
{
/*
//GamePlay.gpGetTrigger(shortName).Enable = true;
OnTrigger trigger = GamePlay.gpGetTrigger("de1");
if (trigger != null)
trigger.Do();
*/
ScreenMsg(-1, shortName + " trigger stage 1");// rem out once checks complete
Chkarmy = 1;
if (GamePlay.gpPlayer() != null && GamePlay.gpPlayer().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;
}
}
}
if ("de2".Equals(shortName) && active)
{
Chkarmy = 1;
if (GamePlay.gpPlayer() != null && GamePlay.gpPlayer().Army() == Chkarmy)
{
switch (de2S)
{
case 1:
ScreenMsg(-1, shortName + " trigger switch stage 2");// rem out once checks complete
de2M();//trigger for map load
break;
case 2:
ScreenMsg(-1, shortName + " trigger already in action");// rem out once checks complete
break;
}
}
}
/*===================uk triggered mis=====================*/
if ("uk1".Equals(shortName) && active)//uk team trigger, create new if statement for each new trigger
{
Chkarmy = 2;
if (GamePlay.gpPlayer() != null && GamePlay.gpPlayer().Army() == Chkarmy)
{
switch (uk1S)
{
case 1:
ScreenMsg(-1, shortName + " trigger switch stage 2");// rem out once checks complete
uk1M();//trigger for map load
break;
case 2:
ScreenMsg(-1, shortName + " trigger already in action");// rem out once checks complete
break;
}
}
}
if ("uk2".Equals(shortName) && active)//uk team trigger, create new if statement for each new trigger
{
Chkarmy = 2;
if (GamePlay.gpPlayer() != null && GamePlay.gpPlayer().Army() == Chkarmy)
{
switch (uk2S)
{
case 1:
ScreenMsg(-1, shortName + " trigger switch stage 2");// rem out once checks complete
uk2M();//trigger for map load
break;
case 2:
ScreenMsg(-1, shortName + " trigger already in action");// rem out once checks complete
break;
}
}
}
}
/*
// triggered mission loader cascading type
private void deM()
{
de1S = 2;//on off switch for trigger operation
Timeout(resetde1S, () => { de1S = 1; });//switch delay stops multible trigger loading, resets by set time period
switch (derM)
{
case 1:
derM = 2;//cascading map load
GamePlay.gpPostMissionLoad(MissionPath + Mis9);
Timeout(2.0, () => { ScreenMsg(-1, Msg9); });
Timeout(4.0, () =>
{
ScreenMsg(1, Msg9r);
ScreenMsg(2, Msg9b);
});
break;
case 2:
derM = 1;//cascading map load
GamePlay.gpPostMissionLoad(MissionPath + Mis10);
Timeout(2.0, () => { ScreenMsg(-1, Msg10); });
Timeout(4.0, () =>
{
ScreenMsg(1, Msg10r);
ScreenMsg(2, Msg10b);
});
break;
}
}
*/
// triggered mission loader random selection type
private void uk1M()
{
switch (uk1S)
{
case 1:
uk1S = 2;//on off switch for trigger operation
Timeout(resetuk1S.Next(100, 900), () => { uk1S = 1; });//random timer reset function
break;
case 2:
break;
}
Timeout(1, () =>
{
ScreenMsg(1, Msg100r);
ScreenMsg(2, Msg100b);
});
switch (ukrM.Next(1, 4))
{
case 1:
GamePlay.gpPostMissionLoad(MissionPath + Mis100);
Timeout(2.0, () => { ScreenMsg(-1, Msg100); });
break;
case 2:
GamePlay.gpPostMissionLoad(MissionPath + Mis101);
Timeout(2.0, () => { ScreenMsg(-1, Msg101); });
break;
case 3:
GamePlay.gpPostMissionLoad(MissionPath + Mis102);
Timeout(2.0, () => { ScreenMsg(-1, Msg102); });
break;
case 4:
GamePlay.gpPostMissionLoad(MissionPath + Mis103);
Timeout(2.0, () => { ScreenMsg(-1, Msg103); });
break;
}
}
private void uk2M()
{
switch (uk2S)
{
case 1:
uk2S = 2;//on off switch for trigger operation
Timeout(resetuk2S.Next(100, 900), () => { uk2S = 1; });//random timer reset function
break;
case 2:
break;
}
Timeout(1, () =>
{
ScreenMsg(1, Msg100r);
ScreenMsg(2, Msg100b);
});
switch (ukrM.Next(1, 4))
{
case 1:
GamePlay.gpPostMissionLoad(MissionPath + Mis100);
Timeout(2.0, () => { ScreenMsg(-1, Msg100); });
break;
case 2:
GamePlay.gpPostMissionLoad(MissionPath + Mis101);
Timeout(2.0, () => { ScreenMsg(-1, Msg101); });
break;
case 3:
GamePlay.gpPostMissionLoad(MissionPath + Mis102);
Timeout(2.0, () => { ScreenMsg(-1, Msg102); });
break;
case 4:
GamePlay.gpPostMissionLoad(MissionPath + Mis103);
Timeout(2.0, () => { ScreenMsg(-1, Msg103); });
break;
}
}
private void de1M()
{
switch (de1S)
{
case 1:
de1S = 2;//on off switch for trigger operation
Timeout(resetde1S.Next(100, 900), () => { de1S = 1; });//random timer reset function
break;
case 2:
break;
}
Timeout(1, () =>
{
ScreenMsg(1, Msg200r);
ScreenMsg(2, Msg200b);
});
switch (derM.Next(1, 4))
{
case 1:
GamePlay.gpPostMissionLoad(MissionPath + Mis200);
Timeout(2.0, () => { ScreenMsg(-1, Msg200); });
break;
case 2:
GamePlay.gpPostMissionLoad(MissionPath + Mis201);
Timeout(2.0, () => { ScreenMsg(-1, Msg201); });
break;
case 3:
GamePlay.gpPostMissionLoad(MissionPath + Mis202);
Timeout(2.0, () => { ScreenMsg(-1, Msg202); });
break;
case 4:
GamePlay.gpPostMissionLoad(MissionPath + Mis203);
Timeout(2.0, () => { ScreenMsg(-1, Msg203); });
break;
}
}
private void de2M()
{
switch (de2S)
{
case 1:
de2S = 2;//on off switch for trigger operation
Timeout(resetde2S.Next(100, 900), () => { de2S = 1; });//random timer reset function
break;
case 2:
break;
}
Timeout(1, () =>
{
ScreenMsg(1, Msg200r);
ScreenMsg(2, Msg200b);
});
switch (derM.Next(1, 4))
{
case 1:
GamePlay.gpPostMissionLoad(MissionPath + Mis200);
Timeout(2.0, () => { ScreenMsg(-1, Msg200); });
break;
case 2:
GamePlay.gpPostMissionLoad(MissionPath + Mis201);
Timeout(2.0, () => { ScreenMsg(-1, Msg201); });
break;
case 3:
GamePlay.gpPostMissionLoad(MissionPath + Mis202);
Timeout(2.0, () => { ScreenMsg(-1, Msg202); });
break;
case 4:
GamePlay.gpPostMissionLoad(MissionPath + Mis203);
Timeout(2.0, () => { ScreenMsg(-1, Msg203); });
break;
}
}
#endregion
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#2
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Here is the complete mission and code complete
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#3
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Can't work in your ScrimBase.cs
GamePlay.gpRemotePlayers() has no Army() - member. If you use GamePlay.gpRemotePlayers() you get a player Array. AiPlayer[] players = GamePlay.gpRemotePlayers(); so you can use foreach and if-clause to look for the players Army or you can copy it in a List List<Player> players = new List<Player>(); if (GamePlay.gpPlayer() != null) players.Add(GamePlay.gpPlayer()); // to get the host-player in single or normal hosted multiplayer or the server on dedicated server if (GamePlay.gpRemotePlayers() != null) players.AddRange(GamePlay.gpRemotePlayers()); then you can use if (players.Exists(item => item.Army() == Army)) { } Last edited by FG28_Kodiak; 01-10-2012 at 09:16 AM. |
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#4
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There is a huge disconnect between "server" hosted games & "player server" games.
Objects appear in one but not appear in the other, scripts that work in one do not work in the other. The reason for the disparity is unclear, but it is extremely frustrating. There is no solution that I know of. I test my battles in "server" hosted games ONLY for this reason.
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#5
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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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#6
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Corrected:
Code:
private List<Player> Playerlist()
{
List<Player> players = new List<Player>();
if (GamePlay.gpPlayer() != null)
players.Add(GamePlay.gpPlayer());
if (GamePlay.gpRemotePlayers() != null)
players.AddRange(GamePlay.gpRemotePlayers());
return players;
}
//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)
{
ScreenMsg(-1, shortName + " trigger stage 1");// rem out once checks complete
Chkarmy = 1;
if (Playerlist().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;
}
}
}
}
private void Playerlist() voids doesn't have any value. so i changed private List<Player> Playerlist() { . . return players; } Now Playerlist() includes all players in the game. so you can use if (Playerlist().Exists(players => players.Army() == Chkarmy)) Last edited by FG28_Kodiak; 01-11-2012 at 05:40 AM. |
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