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  #1  
Old 05-20-2011, 01:18 PM
Ataros Ataros is offline
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Quote:
Originally Posted by Flashman View Post
its this part that doesn't seem to work:
if (Time.tickCounter() % 216000 == 27000)
Try reducing timings for testing purposes setting e.g. 3 min repeat 1 min delay and see what happens.
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  #2  
Old 05-20-2011, 01:31 PM
SYN_Flashman SYN_Flashman is offline
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Quote:
Originally Posted by Ataros View Post
Try reducing timings for testing purposes setting e.g. 3 min repeat 1 min delay and see what happens.
Should have mentioned this earlier.... I did test it with lower fihures and it worked.

probably should have mentioned that...
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  #3  
Old 05-20-2011, 01:42 PM
Ataros Ataros is offline
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Than it should work with bigger figures if you set the 1st figure greater than the 2nd in all cases. Try showing the complete code maybe someone finds a mistake in another part that influences this part. It helped me 2 times at least.
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  #4  
Old 05-21-2011, 08:38 AM
klem's Avatar
klem klem is offline
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I am using the following script to send an immediate message to the player when he enters the cockpit (picked up earlier from this thread):

Quote:
//SEND MESSAGE TO PLAYER WHEN THEY ENTER THE COCKPIT

public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex)
{
base.OnPlaceEnter(player, actor, placeIndex);
AiAircraft aircraft = actor as AiAircraft;

if (aircraft != null)
{
switch (aircraft.Army())
{
case 1:
if (aircraft.Type() == AircraftType.Bomber)
{ GamePlay.gpHUDLogCenter(new Player[] {player},"Get Organised! Attack briefed targets. Get escorts where possible!"); }
else
{ GamePlay.gpHUDLogCenter(new Player[] { player }, "Get Organised! Watch for Radar Controller information, plan your tactics and meet the enemy! Provide escort for bombers where possible."); }
break;
case 2:
if (aircraft.Type() == AircraftType.Bomber)
{ GamePlay.gpHUDLogCenter(new Player[] { player }, "Get Organised! Attack briefed targets. Get escorts where possible!"); }
else
{ GamePlay.gpHUDLogCenter(new Player[] { player }, "Get Organised! Escort our Bombers or locate and engage enemy fighters in Frei Jagd"); }
break;
}
}
}
Will all players see that or only the new player? If all will see it and I only want the new player to see it do I fit in something like the following?......

if (aircraft.Name (). Equals (GamePlay.gpPlayer (). Place (). Name ()))

edit:
And sorry to be so dumb but I want to get a carriage return/line feed into the longer messages. I tried:
{ GamePlay.gpHUDLogCenter(new Player[] { player }, "Get Organised! Watch for Radar Controller information. \r\n Plan your tactics and meet the enemy! Provide escort for bombers where possible."); }
but it doesn't like it. Any ideas?
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Last edited by klem; 05-21-2011 at 10:37 AM.
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  #5  
Old 05-21-2011, 11:34 AM
Ataros Ataros is offline
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I think you should add Divebomber type to this script as stated here
http://forum.1cpublishing.eu/showpos...1&postcount=63

Can not answer other questions.
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  #6  
Old 05-21-2011, 04:06 PM
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klem klem is offline
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Quote:
Originally Posted by Ataros View Post
I think you should add Divebomber type to this script as stated here
http://forum.1cpublishing.eu/showpos...1&postcount=63

Can not answer other questions.
Thanks, I have done that
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  #7  
Old 05-23-2011, 07:12 PM
Flashman Flashman is offline
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Im trying different things with these scripts by picking through other peoples. I have been trying various methods to ensure missions repeat, though so far they only repeat once for some reason.

Anyway instead of using the tick counter i have been looking at the init time settings people have been using. If i understand it correctly this allows a certaqin number of seconds to pass before carrying out whatever command you set.

This is a test script I am having problems with:

PHP Code:
 using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class 
Mission AMission
{
     public 
override void OnTickGame() 
    {
     
double initTime 0.0;

      
Timeout(initTime += 60, () =>
    
            {    
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/Channelv1/BM2/sb1d.mis");    
                
GamePlay.gpHUDLogCenter("Intel: Stuka raid 1XXX inbound at Angels 13, heading W"); 
            });

        }

The purpose of the script is to run this mission (sb1d) 60 seconds after the script starts. It also has to only run the mission once. In this case the mission consists of a single AI stuka spawning, flying and then landing. Like I say, a simple test mission.

However when I test the mission, endless stukas spawn and blow each other up, in other words far more than 1!!!!

I have no idea about scripts, I have been picking bits out of other peoples, inserting them, hitting 'compile' and then testing the effects in game. I would be grateful if anyone can have a look and see where I am going wrong.
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