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#4
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your old code
Code:
public override void OnTickGame() { if (Time.tickCounter() % 540000 == 27000) // 108000 = 60 min repeat, 27000 = 15 min delay. { GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/July1940_v10/Missionen/Mission2.mis"); GamePlay.gpHUDLogCenter(null, "RAF fly CAP between Calais and Dover. Minutes left: {0}", new object[] {}); GamePlay.gpHUDLogCenter(null, "LW meet a flight of Do17s 5000m over Calais in appr. {0} min.!\nEscort them to Dover!", new object[] {}); } } replace section with Code:
int timevalue = 10; // a value for test purpose, set to what ever you require noting it could be a varible that changes public override void OnTickGame() { if (Time.tickCounter() % 540000 == 27000) // 108000 = 60 min repeat, 27000 = 15 min delay. { GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/July1940_v10/Missionen/Mission2.mis"); ScreenMsg(-1, "MissionMessageToALL"); Timeout(2.0, () => { ScreenMsg(1, "RAF fly CAP between Calais and Dover"); ScreenMsg(2, "LW meet a flight of Do17s 5000m over Calais in appr. {0} min.! Escort them", new object[] { timevalue }); }); } } The screen message method can go more or less anywhere in the code as its own block. Although must be between the "AMission". Code:
public class Mission : AMission { ///your code private void ScreenMsg(int army, string msg, params object[] args) { List<Player> Consignees = new List<Player>(); if (GamePlay.gpPlayer() != null) Consignees.Add(GamePlay.gpPlayer()); if (GamePlay.gpRemotePlayers() != null) Consignees.AddRange(GamePlay.gpRemotePlayers()); if (army == -1) { GamePlay.gpHUDLogCenter(null, msg, args); GamePlay.gpLogServer(null, msg, args); } else if (Consignees.Exists(item => item.Army() == army)) { GamePlay.gpHUDLogCenter(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args); GamePlay.gpLogServer(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args); } } //note the wrapping bracket for AMission } Last edited by Smokeynz; 05-16-2012 at 03:59 AM. |
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