Full script!
Kodiak I know this is basic if you can make it better that would be fantastic. I am new at the scripting thing and I am piecing things together.
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;
public class Mission : AMission
{
public override void OnTickGame()
{
if (Time.tickCounter() % 432000 == 13500) // 240 min repeat, 5 min delay.
{
GamePlay.gpPostMissionLoad("missions/channelv6/BM1/Practice1.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/bluetrain_C2h.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/bluetrain_B2h.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_1h_1.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_1h_2.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_1h_3.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_1h_4.mis")
double initTime = 0.0;
Timeout(initTime += 100, () =>
{
GamePlay.gpHUDLogCenter("German bomber attack on radar stations!");
});
Timeout(initTime += 10, () =>
{
GamePlay.gpHUDLogCenter("Supply train headed to Boulogne and Calais!");
});
Timeout(initTime += 10, () =>
{
GamePlay.gpHUDLogCenter("Supply Ships headed to Dover!");
});
}
if (Time.tickCounter() % 432000 == 432000) // 240 min repeat, 240 min delay.
{
GamePlay.gpPostMissionLoad("missions/channelv6/BM1/Practice2.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/bluetrain_B2h.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/bluetrain_C2h.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_2h_1.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_2h_2.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_2h_3.mis");
GamePlay.gpPostMissionLoad("missions/channelv6/Supply/seasupply_red_2h_4.mis");
double initTime = 0.0;
Timeout(initTime += 100, () =>
{
GamePlay.gpHUDLogCenter("German bomber attack on airbases!");
});
Timeout(initTime += 10, () =>
{
GamePlay.gpHUDLogCenter("Supply train headed to Boulogne and Calais!");
});
Timeout(initTime += 10, () =>
{
GamePlay.gpHUDLogCenter("Supply Ships headed to Dover!");
});
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// destroys aircraft abandoned by a player.
private bool isAiControlledPlane (AiAircraft aircraft)
{
if (aircraft == null)
{
return false;
}
Player [] players = GamePlay.gpRemotePlayers ();
foreach (Player p in players)
{
if (p != null && (p.Place () is AiAircraft) && (p.Place () as AiAircraft) == aircraft)
{
return false;
}
}
return true;
}
private void destroyPlane (AiAircraft aircraft) {
if (aircraft != null) {
aircraft.Destroy ();
}
}
private void explodeFuelTank (AiAircraft aircraft)
{
if (aircraft != null)
{
aircraft.hitNamed (part.NamedDamageTypes.FuelTank0Exploded);
}
}
private void destroyAiControlledPlane (AiAircraft aircraft) {
if (isAiControlledPlane (aircraft)) {
destroyPlane (aircraft);
}
}
private void damageAiControlledPlane (AiActor actor) {
if (actor == null || !(actor is AiAircraft)) {
return;
}
AiAircraft aircraft = (actor as AiAircraft);
if (!isAiControlledPlane (aircraft)) {
return;
}
if (aircraft == null) {
return;
}
aircraft.hitNamed (part.NamedDamageTypes.ControlsElevatorDisabled);
aircraft.hitNamed (part.NamedDamageTypes.ControlsAileronsDisabled);
aircraft.hitNamed (part.NamedDamageTypes.ControlsRudderDisabled);
aircraft.hitNamed (part.NamedDamageTypes.FuelPumpFailure);
int iNumOfEngines = (aircraft.Group() as AiAirGroup).aircraftEnginesNum();
for (int i = 0; i < iNumOfEngines; i++)
{
aircraft.hitNamed((part.NamedDamageTypes)Enum.Pars e(typeof(part.NamedDamageTypes), "Eng" + i.ToString() + "TotalFailure"));
}
/***Timeout (240, () =>
{explodeFuelTank (aircraft);}
);
* ***/
Timeout (300, () =>
{destroyPlane (aircraft);}
);
}
//////////////////////////////////////////
public override void OnPlaceLeave (Player player, AiActor actor, int placeIndex)
{
base.OnPlaceLeave (player, actor, placeIndex);
Timeout (1, () =>
{damageAiControlledPlane (actor);}
);
}
public override void OnAircraftCrashLanded (int missionNumber, string shortName, AiAircraft aircraft)
{
base.OnAircraftCrashLanded (missionNumber, shortName, aircraft);
Timeout (300, () =>
{ destroyPlane(aircraft); }
);
}
public override void OnAircraftLanded (int missionNumber, string shortName, AiAircraft aircraft)
{
base.OnAircraftLanded(missionNumber, shortName, aircraft);
Timeout(300, () =>
{ destroyPlane(aircraft); }
);
}
//////////////////////////////////////////////////////////////////////////////////////////////////
//Listen to events of every mission
public override void Init(maddox.game.ABattle battle, int missionNumber)
{
base.Init(battle, missionNumber);
MissionNumberListener = -1; //Listen to events of every mission
}
//////////////////////////////////////////////////////////////////////////////////////////////////
//Ground objects (except AA Guns) will die after 55 min when counted from their birth
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
//Ground objects (except AA Guns) will die after 55 min when counted from their birth
if (actor is AiGroundActor)
if ((actor as AiGroundActor).Type() != maddox.game.world.AiGroundActorType.AAGun)
Timeout(3300, () =>
{
if (actor != null)
{ (actor as AiGroundActor).Destroy(); }
}
);
}
/****
//Ground objects will die after 55 min when counted from their birth
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
//Ground objects will die after 55 min when counted from their birth
if (actor is AiGroundActor)
Timeout(3300, () =>
{
if (actor != null)
{ (actor as AiGroundActor).Destroy(); }
}
);
}
****/
}
|