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  #31  
Old 10-17-2011, 06:36 PM
FG28_Kodiak FG28_Kodiak is offline
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Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
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Script modified (added a timer) and corrected:

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


public class Mission : AMission
{
    Stopwatch MissionTimer = new Stopwatch();

    public override void OnBattleStarted()
    {
        base.OnBattleStarted();
        MissionTimer.Start();
        MissionNumberListener = -1;
    }


    public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
    {
        base.OnActorCreated(missionNumber, shortName, actor);

        if (actor is AiAircraft)
        {
            switch ((actor as AiAircraft).InternalTypeName())
            {

                case "bob:Aircraft.He-111P-2":

                    Timeout(420, () =>    // Time in Seconds
                         {
                             (actor as AiAircraft).Destroy();
                         });
                    break;
            }
        }
    }


 
    public override void OnTickGame()
    {
    
        if(MissionTimer.Elapsed.TotalSeconds >= 60)  //Loads a mission every 60s
        {
            Random ZufaelligeMission = new Random();

            MissionTimer.Restart(); // Sets timer to 0 and start again
    
            switch (ZufaelligeMission.Next(1,5))
            {
                case 1:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission1.mis");
                    break;
                case 2:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission2.mis");
                    break;
                case 3:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission3.mis");
                    break;
                case 4:
                    GamePlay.gpPostMissionLoad("missions\\Single\\apocalypseLondon\\mission4.mis");
                    break;
            }
        }
    }

}
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