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#1
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It's ok, I found the problem! This is the trouble with no documentation, there's nothing to tell you the minor little bits and bobs. It was "Script spawn or" unchecked. It works now
I do find something weird though, don't know if others get it but seems that at some airfields when the AI spawn in they drop into the sea underneath the land. Ever seen it? |
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#2
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hey Kodiak, godfather of COD scripting,how do i correctly combine two scripts?
i tried to kombine your script where the airplanes get destroyed after a certain period with the script which combines a main and three submissions....both of their own work well, but as soon as i paste the "destroying" script into the other, none of them will work.... Last edited by David198502; 10-16-2011 at 03:38 PM. |
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#3
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Quote:
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#4
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there it is...
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#5
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Ok, i see couldn't work
this is the main block: Code:
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;
public class Mission : AMission
{
}
so you must place public override void OnActorCreated(....) { ..... ..... } and public override void OnTickGame(...) { ..... ..... } between the brackets. Your fault was that you placed the OnActorCreated into the OntickGame and this is not allowed in C#. Hint: Open your Clod Console and you will see error messages if anything goes wrong. So should your code look like: Code:
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;
public class Mission : AMission
{
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
if (actor is AiAircraft)
{
switch ((actor as AiAircraft).InternalTypeName())
{
case "bob:Aircraft.He-111P-2":
Timeout(600, () => // Time in Seconds
{
(actor as AiAircraft).Destroy();
});
break;
}
}
}
public override void OnTickGame()
{
// loads the 1st sub-mission in 10 min and repeates it every 60 min.
if (Time.tickCounter() % 10800 == 180) // 108000 = 60 min repeat. 1800 = 10 min delay.
// pls. note!!! the 1st figure above must be always larger than 2nd!
{
GamePlay.gpPostMissionLoad("missions/Single/mission1.mis");
// prints message on screen after mission load
GamePlay.gpHUDLogCenter("Hello, world! Mission1.mis loaded!");
// prints message on screen in 10 minutes
double initTime = 0.0;
Timeout(initTime += 600, () =>
{
GamePlay.gpHUDLogCenter("10 minutes into the 1st mission! Wow! It works!!!");
});
// prints message on screen in 5 minutes
Timeout(initTime += 300, () =>
{
GamePlay.gpHUDLogCenter("Wholy s.. it works!!!");
});
}
// loads the 2nd sub-mission, etc. the same way
if (Time.tickCounter() % 10800 == 1000) // 108000 = 60 min repeat, 54000 = 30 min delay.
{
GamePlay.gpPostMissionLoad("missions/Single/mission2.mis");
GamePlay.gpHUDLogCenter("Mission2.mis loaded!");
double initTime = 0.0;
Timeout(initTime += 600, () =>
{
GamePlay.gpHUDLogCenter("Mission2 10 min message!");
});
Timeout(initTime += 300, () =>
{
GamePlay.gpHUDLogCenter("Mission2 15 min message!");
});
}
// loads the 3rd sub-mission
if (Time.tickCounter() % 10800 == 2000) // 60 min repeat, 50 min delay
{
GamePlay.gpPostMissionLoad("missions/Multi/Single/mission3.mis");
GamePlay.gpHUDLogCenter("Mission3.mis loaded!");
double initTime = 0.0;
Timeout(initTime += 600, () =>
{
GamePlay.gpHUDLogCenter("Mission3 10 min message!");
});
Timeout(initTime += 300, () =>
{
GamePlay.gpHUDLogCenter("Now it really works! You are a genius! Have fun!");
});
}
}
}
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#6
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Very interesting thread. Thank you, Kodiak.
I guess spawning the same group OnTrigger again and again may not work because when the group spawns the 2nd time it belongs to the second mission, etc. The game engine includes mission counter as far as I understand from naryv's examples. I think a long_name of a group may include a mission (submission) number. Maybe the way to load the same group OnTrigger is to make a sub-mission which includes both an airgroup and a trigger. Then load the same submission OnTrigger. Can not grasp it 100% myself, just thinking aloud. |
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#7
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No, that works, but you have to clear the trigger again, after it was triggered.
If you have the following for the trigger: Code:
if (("RedIntercept1".Equals(shortName) && active) && (CountAIAirplanes(1) <= maxRedAI))
{
AiAction action = GamePlay.gpGetAction("RedIntercept1");
if (action != null)
MissionTimer1Int.Restart();
MissionTimer1IntA.Start();
GamePlay.gpLogServer(null, "Intercept 1 triggered ", new object[] { }); //Testmeldung
{
action.Do();
}
GamePlay.gpGetTrigger(shortName).Enable = false;
}
Code:
if (MissionTimer1IntA.Elapsed.Minutes >= 30) //wieder freischalten des Triggers
{
GamePlay.gpGetTrigger("RedIntercept1").Enable = true;
MissionTimer1IntA.Reset();
GamePlay.gpLogServer(null, "Trigger 1 clear", new object[] { }); //Testmeldung
}
__________________
http://cornedebrouwer.nl/cf48e |
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#8
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@David:
I use the InternalTypeName of the plane, here others for the flyable planes: bob:Aircraft.Bf-109E-3 bob:Aircraft.Bf-109E-3B bob:Aircraft.Bf-109E-1 bob:Aircraft.Bf-109E-4 bob:Aircraft.Bf-109E-4B bob:Aircraft.Bf-110C-4 bob:Aircraft.Bf-110C-7 bob:Aircraft.Ju-87B-2 bob:Aircraft.Ju-88A-1 bob:Aircraft.He-111H-2 bob:Aircraft.He-111P-2 bob:Aircraft.SpitfireMkIa bob:Aircraft.SpitfireMkI bob:Aircraft.HurricaneMkI bob:Aircraft.HurricaneMkI_dH5-20 bob:Aircraft.BlenheimMkIV bob:Aircraft.SpitfireMkIIa to figure this out the KI-Only Planes you can add: Code:
GamePlay.gpLogServer(null, "InternalTypeName: {0}", new object[]{(actor as AiAircraft).InternalTypeName()});
To destroy the planes from a specific Airgroup is not possible in OnActorCreated(..) at the time of creation there is no Airgroup. But you can use the ActorName Code:
GamePlay.gpLogServer(null, "ActorName: {0}", new object[] { (actor as AiAircraft).Name() });
Code:
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
if (actor != null && actor is AiAircraft)
{
GamePlay.gpLogServer(null, "InternalTypeName: {0}", new object[] { (actor as AiAircraft).InternalTypeName() });
GamePlay.gpLogServer(null, "ActorName: {0}", new object[] { (actor as AiAircraft).Name() });
}
}
Server: InternalTypeName: bob:Aircraft.Bf-109E-4 Server: ActorName: 0:BoB_LW_LG2_I.000 Server: InternalTypeName: bob:Aircraft.He-111H-2 Server: ActorName: 0:BoB_LW_KuFlGr_706.000 Server: InternalTypeName: bob:Aircraft.He-111H-2 Server: ActorName: 0:BoB_LW_KuFlGr_706.001 Server: InternalTypeName: bob:Aircraft.He-111H-2 Server: ActorName: 0:BoB_LW_KuFlGr_706.002 Server: InternalTypeName: bob:Aircraft.He-111H-2 Server: ActorName: 0:BoB_LW_KuFlGr_706.010 Server: InternalTypeName: bob:Aircraft.He-111H-2 Server: ActorName: 0:BoB_LW_KuFlGr_706.011 Server: InternalTypeName: bob:Aircraft.He-111H-2 Server: ActorName: 0:BoB_LW_KuFlGr_706.012 so if you like to destroy planes from a Airgroup you could use: Code:
if (actor is AiAircraft && actor.Name().Contains("BoB_LW_KuFlGr_706"))
{
Timeout(60, () => // Time in Seconds
{
(actor as AiAircraft).Destroy();
});
}
Code:
if (actor is AiAircraft && actor.Name().Contains("BoB_LW_KuFlGr_706.010"))
{
Timeout(60, () => // Time in Seconds
{
(actor as AiAircraft).Destroy();
});
}
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