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#1
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OK, so if your loading from a sub-mission, I'll presume you know the mission number from which you want all the actor objects deleted. How about this ...
Code remove by author
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 10-18-2012 at 09:06 AM. |
#2
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Not Actors
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using System; using System.Collections.Generic; using maddox.GP; using maddox.game; using maddox.game.world; public class Mission : AMission { Dictionary<GroundStationary,int> Stationaries = new Dictionary<GroundStationary, int>(); public override void OnBattleStarted() { base.OnBattleStarted(); MissionNumberListener = -1; } public override void OnMissionLoaded(int missionNumber) { base.OnMissionLoaded(missionNumber); foreach (GroundStationary stationary in GamePlay.gpGroundStationarys()) { if (!Stationaries.ContainsKey(stationary)) Stationaries[stationary] = missionNumber; } } public void RemoveStationaries(int missionNumber) { List<GroundStationary> toRemove = new List<GroundStationary>(); foreach (KeyValuePair<GroundStationary, int> keyValuePair in Stationaries) { if (keyValuePair.Value == missionNumber) { toRemove.Add(keyValuePair.Key); keyValuePair.Key.Destroy(); } } foreach (GroundStationary groundStationary in toRemove) { Stationaries.Remove(groundStationary); } } } |
#3
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Thanks Salmo, will test tonight. With regards to mission number.. well I can't say it is always mission 3 or mission 12. As the game goes on missions load and count in and the mission number can be mission 256
Anyways I will test that tonight. it is clean and looks like it will do the job. My other way I looked at today was this but have not tested yet. The below code removes all objects loaded in the mission that are from a country. example de Code:
Dictionary<GroundStationary, int> StationaryMisRelation = new Dictionary<GroundStationary, int>(); //Section 1: Trigger Nachrichten public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if ("DeleteTrigger".Equals(shortName) && active) //Trigger 1 Nachricht { foreach (KeyValuePair<GroundStationary, int> kvp in StationaryMisRelation) { GamePlay.gpLogServer(null, "Stationary: {0}; MissNr.: {1}", new object[] { kvp.Key.Title, kvp.Value }); } Timeout(20, () => { GamePlay.gpGetTrigger(shortName).Enable = false; }); } } // Destroy all [Stationary] objects for country de (germany) public void RemoveStaticAt(string country) //not sure if this will work. { foreach (GroundStationary stationary in GamePlay.gpGroundStationarys(country)) { country = de; { stationary.Destroy(); } } }
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#4
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salmos code wouldn't work for stationaries he uses AiActor but a GroundStantionary is not an Actor. So it's never registered in OnActorCreated,
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#5
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Wolfie, Kodiak's code is appropriate for groundStationaries. My code is for AiActors & as Kodiak says, won't work for stationaries (I had it for stationaries originally then changed it). You need to decide exactly what you want to do: delete groundstationaries for a given country? or stationaries from a given sub-mission?
In any event you will need to trap the mission number of the mission you want the stationaries deleted from.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 10-16-2012 at 06:00 AM. |
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