![]() |
|
#1
|
|||
|
|||
![]() Quote:
By this one could write a function that takes a array/list of strings that contains the names of the ogg files that should be played in a row. |
#2
|
|||
|
|||
![]()
Good idea will try it.
|
#3
|
|||
|
|||
![]()
So added sectors to headquarters, for testing i use a simple chat message, at the moment.
Code:
using System; using System.Collections; using System.Collections.Generic; using maddox.game; using maddox.game.world; using maddox.GP; public class Mission : AMission { #region class Menu internal class Menu { internal class MenuEntry { internal string MenuName { get; set; } internal bool active { get; set; } } internal List<MenuEntry> menuEntries = new List<MenuEntry>(); public void AddMenuEntry(string description, bool active) { MenuEntry NewMenuEntry = new MenuEntry(); NewMenuEntry.MenuName = description; NewMenuEntry.active = active; menuEntries.Add(NewMenuEntry); } public string[] GetMenuDescriptions() { List<string> Descriptions = new List<string>(); menuEntries.ForEach(item => { Descriptions.Add(item.MenuName); }); return Descriptions.ToArray(); } public bool[] GetActives() { List<bool> Actives = new List<bool>(); menuEntries.ForEach(item => { Actives.Add(item.active); }); return Actives.ToArray(); } public bool IsValid() { if (menuEntries == null || menuEntries.Count < 1) return false; else return true; } } #endregion internal class Pilot { public Player player { get; set; } public LocalHeadquarters connectedHeadquarter; public Pilot(Player player) { this.player = player; } } internal List<Pilot> PilotsInGame = new List<Pilot>(); internal class LocalHeadquarters { public string Name { get; set; } public Point2d LocationCoords { get; set; } public string Callsign { get; set; } private List<string> AttachedSectors = new List<string>(); public LocalHeadquarters(string name, string callsign, double x, double y, params string[] sectors) { this.Name = name; this.Callsign = callsign; this.LocationCoords = new Point2d(x, y); if (sectors != null) AttachedSectors.AddRange(sectors); } public bool observeSector(string sectorName) { if (AttachedSectors.Exists(item => item.Equals(sectorName))) return true; else return false; } } List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{ {new LocalHeadquarters("Luton", "CallSign24", 100.0, 100.0, "A,1","A,2","A,3","B,1","B,2","B,3")}, {new LocalHeadquarters("RadPoe", "CallSign32", 200.0, 200.0, "C,1","C,2","C,3","D,1","D,2","D,3")}, {new LocalHeadquarters("Forest", "CallSign15", 300.0, 300.0, "E,1","E,2","E,3","F,1","F,2","F,3")}, {new LocalHeadquarters("Bearskin", "CallSign5", 400.0, 400.0, "G,1","G,2","G,3")}}; public void checkSectors(Player player) { if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); if (PilotsInGame[i].connectedHeadquarter != null) { if (Headquarters.Exists(hq => hq == PilotsInGame[i].connectedHeadquarter)) { LocalHeadquarters localHQ = PilotsInGame[i].connectedHeadquarter; AiAirGroup[] EnemyAirgroups = GamePlay.gpAirGroups((player.Army() == 1) ? 2 : 1); if (EnemyAirgroups != null) { bool foundEnemy = false; foreach (AiAirGroup aag in EnemyAirgroups) { string sectorName = GamePlay.gpSectorName(aag.Pos().x, aag.Pos().y); if (localHQ.observeSector(sectorName) && aag.Pos().z > 600.00) { foundEnemy = true; string type = ""; if (aag.isAircraftType(AircraftType.Bomber) || aag.isAircraftType(AircraftType.DiveBomber)) type = "Bombers"; else if (aag.isAircraftType(AircraftType.Fighter)) type = "Fighters"; GamePlay.gpLogServer(new[] { player }, "Enemy {0} in Sector: {1}", new[] { type, sectorName }); } } if(!foundEnemy) GamePlay.gpLogServer(new[] { player }, "No Enemy in Range", null); } } } } } public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex) { base.OnPlaceEnter(player, actor, placeIndex); if (!PilotsInGame.Exists(item => item.player == player)) { PilotsInGame.Add(new Pilot(player)); } SetMainMenu(player); } private void connectToHeadquarterSpeech(AiAircraft aircraft, LocalHeadquarters localHQ) { double initTime = 0.0; aircraft.SayToGroup(aircraft.AirGroup(), "Hello_guys"); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "This_is"); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), localHQ.Callsign); }); // to is missing as ogg Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), aircraft.CallSign()); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "leader__"); }); } public void SetMainMenu(Player player) { if (player.Army() == 1) // red Side GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Radaroperations" }, new bool[] { true }); else GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Not Available" }, new bool[] { true }); } public void SetRadarMenu(Player player) { string headQuarter = "Select Headquarter"; string connectedTo = ""; if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); if (PilotsInGame[i].connectedHeadquarter != null) connectedTo = string.Format(" (connected: {0})", PilotsInGame[i].connectedHeadquarter.Name); } headQuarter += connectedTo; GamePlay.gpSetOrderMissionMenu(player, true, 100, new string[] { headQuarter, "Get Radar Information" }, new bool[] { true, true }); } public void SetConnectToHeadquarterMenu(Player player) { Menu NewMenu = new Menu(); LocalHeadquarters headQuarter = null; if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); headQuarter = PilotsInGame[i].connectedHeadquarter; } Headquarters.ForEach(item => { if (headQuarter != null && item == headQuarter) { NewMenu.AddMenuEntry(item.Name + " *", true); } else NewMenu.AddMenuEntry(item.Name, true); }); if (NewMenu.IsValid()) GamePlay.gpSetOrderMissionMenu(player, true, 101, NewMenu.GetMenuDescriptions() , NewMenu.GetActives()); else GamePlay.gpSetOrderMissionMenu(player, true, 101, new string[]{ "Not available" }, new bool[]{true}); } public void SetHeadQuarter(Player player, int menuItemIndex) { if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); PilotsInGame[i].connectedHeadquarter = Headquarters[menuItemIndex-1]; if (player.Place() != null) connectToHeadquarterSpeech((player.Place() as AiAircraft), PilotsInGame[i].connectedHeadquarter); } } public override void OnOrderMissionMenuSelected(Player player, int ID, int menuItemIndex) { if (ID == 0) { // main menu if (menuItemIndex == 1) { SetRadarMenu(player); } //if (menuItemIndex == 2) //{ //} //if (menuItemIndex == 3) //{ //} } if (ID == 100) { //Radar Menu if (menuItemIndex == 1) { SetConnectToHeadquarterMenu(player); } if (menuItemIndex == 2) { checkSectors(player); SetMainMenu(player); } if (menuItemIndex == 0) SetMainMenu(player); } if (ID == 101) { //Radar Menu if (menuItemIndex == 0) SetRadarMenu(player); else { SetHeadQuarter(player, menuItemIndex); SetRadarMenu(player); } } } } Three planes in sectors (at beginning all in sectors from RadPoe) one figther, one Bomber and a Bf110 below 600m (this should not be 'found' at the beginning) Code:
[PARTS] core.100 bob.100 [MAIN] MAP Land$Online_Cobra_(8x8) BattleArea 8704 14465 64640 59199 10000 TIME 12 WeatherIndex 0 CloudsHeight 1000 BreezeActivity 10 ThermalActivity 10 player BoB_RAF_F_FatCat_Early.000 [GlobalWind_0] Power 3.000 0.000 0.000 BottomBound 0.00 TopBound 1500.00 GustPower 5 GustAngle 45 [splines] [AirGroups] BoB_RAF_F_FatCat_Early.01 BoB_LW_LG2_I.02 BoB_LW_LG2_I.04 BoB_LW_LG2_I.11 [BoB_RAF_F_FatCat_Early.01] Flight0 1 Class Aircraft.SpitfireMkIIa Formation VIC3 CallSign 26 Fuel 100 Weapons 1 Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 Person0_0 0 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 1 [BoB_RAF_F_FatCat_Early.01_Way] TAKEOFF 40128.00 20864.00 0 0 [BoB_LW_LG2_I.02] Flight1 11 Class Aircraft.Bf-109E-4 Formation FINGERFOUR CallSign 26 Fuel 100 Weapons 1 Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 [BoB_LW_LG2_I.02_Way] NORMFLY 31360.00 43456.00 1000.00 300.00 NORMFLY 31360.00 21696.00 1000.00 300.00 NORMFLY 22464.00 21440.00 1000.00 300.00 NORMFLY 22272.00 43008.00 1000.00 300.00 [BoB_LW_LG2_I.04] Flight2 21 Class Aircraft.He-111H-2 Formation FINGERFOUR CallSign 26 Fuel 100 Weapons 1 Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 [BoB_LW_LG2_I.04_Way] NORMFLY 33536.56 29249.82 2500.00 300.00 NORMFLY 45119.69 29953.77 2500.00 300.00 NORMFLY 54143.01 37825.18 2500.00 300.00 NORMFLY 61502.45 49920.27 2500.00 300.00 [BoB_LW_LG2_I.11] Flight0 1 Class Aircraft.Bf-110C-4 Formation FINGERFOUR CallSign 26 Fuel 100 Weapons 1 Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 [BoB_LW_LG2_I.11_Way] NORMFLY 40448.00 44097.40 500.00 300.00 NORMFLY 32960.00 32129.40 500.00 300.00 NORMFLY 27008.00 26817.40 1000.00 300.00 NORMFLY 17664.00 22529.40 1000.00 300.00 [CustomChiefs] [Stationary] [Buildings] [BuildingsLinks] Last edited by FG28_Kodiak; 04-12-2012 at 09:45 AM. |
#4
|
|||
|
|||
![]()
I tested your mission. It works fine. However its like the aircraft has radar.
Could the command sectors be tied to an ingame object? Then it could take its readings from there instead of mesuring from the aircraft. Also this means radar can be destroyed. Could radar tell the difference between fighters and bombers? Last edited by 5./JG27.Farber; 04-12-2012 at 05:50 PM. |
#5
|
||||
|
||||
![]()
It was going to be one of my suggestions, however I have grave reservations about the ability to destroy radar. Although yes, a tactical war campaign that is perfectly sensible the impact would be:
1. Not historical. During the entire BoB, RDF was lost for under 2 hours in one sector only. 2. Lost RDF means that, on such a large map, that you are unlikely to meet each other in the sky, which is the whole point. If it came to that, the first thing one would do would be to send out the entire squadron to each station and strike the object with 1 jabo. Job done. In reality an entire bombing group had little success. When we had Radar in the USL I made it so that it wasn't worth the attempt since it would detract from the historical nature of the missions that were developed. |
#6
|
|||
|
|||
![]()
Hm a sector is 10*10Km or more, so i don't think its to easy, and if no symbols in options a pilot must know where he is himself
![]() But i can create Radars, each radar then has it's sectors to observe and is attached to a HQ. If a radar is destroyed the HQ is blind in this sectors. Must test if a radar is an Actor, so i can 'see' if it is destroyed (the destroy with bombs ![]() |
#7
|
|||
|
|||
![]() Quote:
![]() Mobile units were used when this happened and were not as effective due to their short hieght which effect wave length and the distance they could "see". Quote:
![]() Last edited by 5./JG27.Farber; 04-12-2012 at 06:30 PM. |
#8
|
||||
|
||||
![]()
One 250kg bomb from a single fight will knock out that radar. The towers in the BoB weren't destroyed anywhere despite several attempts by entire bomber squadrons. There were a couple of single events where radar was damaged, one because a bomb happened to land on one of the essential buildings in the complex.
I'm really not sure where this is going, what is the bigger objective of the campaign? I am seeing long term a tactical reason for this. From my perspective I honestly don't care if you bomb the crap out of every target as long as we get to meet you in the skies in the same interception fashion as the boys of the day did, but if you knock out our eyes then that won't happen - you can come in from anywhere, anytime across a big map. |
![]() |
Thread Tools | |
Display Modes | |
|
|