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#2
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Quote:
Ok my fault Corrected version: Code:
private void sendScreenMessageTo(int army, string playerlanguage, string msg, object[] parms)
{
if (army != -1)
{
//Singleplayer (for Testing)
if (GamePlay.gpRemotePlayers() == null || GamePlay.gpRemotePlayers().Length <= 0)
{
if (GamePlay.gpPlayer() != null && GamePlay.gpPlayer().Army() == army && GamePlay.gpPlayer().LanguageName().Equals(playerlanguage))
GamePlay.gpHUDLogCenter(null, msg, parms);
}
else // Multiplayer
{
List<Player> Players = new List<Player>();
foreach (Player p in GamePlay.gpRemotePlayers())
{
if (p.Army() == army && p.LanguageName().Equals(playerlanguage))
Players.Add(p);
}
GamePlay.gpHUDLogCenter(Players.ToArray(), msg, parms);
}
}
else
{
List<Player> Players = new List<Player>();
foreach (Player p in GamePlay.gpRemotePlayers())
{
if (p.LanguageName().Equals(playerlanguage))
Players.Add(p);
}
GamePlay.gpHUDLogCenter(Players.ToArray(), msg, parms);
}
}
private void sendChatMessageTo(int army, string playerlanguage, string msg, object[] parms)
{
if (army != -1)
{
//Singleplayer (for Testing)
if (GamePlay.gpRemotePlayers() == null || GamePlay.gpRemotePlayers().Length <= 0)
{
if (GamePlay.gpPlayer() != null && GamePlay.gpPlayer().Army() == army && GamePlay.gpPlayer().LanguageName().Equals(playerlanguage))
GamePlay.gpLogServer(null, msg, parms);
}
else // Multiplayer
{
List<Player> Players = new List<Player>();
foreach (Player p in GamePlay.gpRemotePlayers())
{
if (p.Army() == army && p.LanguageName().Equals(playerlanguage))
Players.Add(p);
}
GamePlay.gpLogServer(Players.ToArray(), msg, parms);
}
}
else
{
List<Player> Players = new List<Player>();
foreach (Player p in GamePlay.gpRemotePlayers())
{
if (p.LanguageName().Equals(playerlanguage))
Players.Add(p);
}
GamePlay.gpLogServer(Players.ToArray(), msg, parms);
}
}
Quote:
Should the script calculate all in game planes too, or only the player controlled? So it should be possible to disable KI Starts if many Players are online. Last edited by FG28_Kodiak; 10-06-2011 at 11:33 AM. |
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