No worries working great just had to spread out mission load better 30 minutes in july is to close. I was also trying to remove the Mission loading capabilities so that they just loaded in a series I did this by adding the the OnBattle Start section and then in as a OnTickTime in each individual mission script how ever not getting the Hud to be displayed to each team try rewriting it myself but I am really not a C++ guy. So I just have stuck with what works. Log and no hub display at all, I can separate it to go to each team.
Basic add on to each mission script:
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;
using System.Diagnostics;
public class Mission : AMission
{
Stopwatch MissionTimer1M2 = new Stopwatch();
public override void OnBattleStarted()
{
base.OnBattleStarted();
//MissionNumberListener = -1;
MissionTimer1M2.Reset();
MissionTimer1M2.Start();
}
//Section 1: Trigger Nachrichten
public override void OnTrigger(int missionNumber, string shortName, bool active)
{
base.OnTrigger(missionNumber, shortName, active);
if ("Trigger2All".Equals(shortName) && active)
{
AiAction action = GamePlay.gpGetAction("Trigger2All");
if (action != null)
{
action.Do();
}
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if (("ScoreBlue50".Equals(shortName) && active) && (MissionTimer1M2.Elapsed.Minutes <= 5

) //Trigger 1 Nachricht
{
GamePlay.gpHUDLogCenter("The LW succeeded and inflicted heavy damage on Port of Dover");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if (("ScoreRed51".Equals(shortName) && active) && (MissionTimer1M2.Elapsed.Minutes <= 5

) //Trigger 1 Nachricht
{
GamePlay.gpHUDLogCenter("The RAF inflicted heavy losses on the LW bombers");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if (("ScoreRed49".Equals(shortName) && active) && (MissionTimer1M2.Elapsed.Minutes <= 5

) //Trigger 2 Nachricht
{
GamePlay.gpHUDLogCenter("The RAF inflicted heavy losses on the LW bombers");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if (("ScoreRed100".Equals(shortName) && active) && (MissionTimer1M2.Elapsed.Minutes <= 5

) //Trigger 2 Nachricht
{
GamePlay.gpHUDLogCenter("The German minelayer was successully stopped!");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if ("Trigger2A".Equals(shortName) && active) //Trigger 2 Nachricht
{
GamePlay.gpHUDLogCenter("German build-up over Calais plotted, heading N!");
GamePlay.gpGetTrigger(shortName).Enable = false;
}
}
public override void OnTickGame()
{
if (Time.tickCounter() % 1296000 == 72000) // 1296000 = 12 hour repeat, 72000 = 40 min delay.
{
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/July1940_v10/Missionen/Mission2.mis");
double initTime = 0.0;
Timeout(initTime += 100, () =>
{
GamePlay.gpHUDLogCenter(null, "RAF fly CAP between Calais and Dover", new object[] {});
GamePlay.gpLogServer(null, "RAF fly CAP between Calais and Dover", new object[] {});
GamePlay.gpHUDLogCenter(null, "LW meet a flight of Do17s 5000m over Calais in appr. {0} min.! Escort them", new object[] {});
GamePlay.gpLogServer(null, "LW meet a flight of Do17s 5000m over Calais in appr. {0} min.! Escort them", new object[] {});
}
}
//Section 4 : AI remove
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
if (actor is AiGroundActor)
Timeout(3599, () =>
{
if (actor != null)
{ (actor as AiGroundActor).Destroy(); }
}
);
}
}
As you can see there is no space between messages and the first gets lost.
thank for working so hard to keep this sim in the air Kodiak.