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[Script] zbl_Building_Attack_Announce [message #371667] Wed, 11 February 2009 17:11 Go to previous message
Genesis2001
Messages: 1397
Registered: August 2006
Karma:
General (1 Star)
.h
class zbl_Building_Attack_Announce : public ScriptImpClass
{
	bool announced;
	int team;
public:
	void Created(GameObject *o);
	void Damaged(GameObject *o, GameObject *d, float damage);
	void Timer_Expired(GameObject *o, int num);
};


.cpp

void zbl_Building_Attack_Announce::Created(GameObject *o)
{
	announced = 0;
	team = Get_Int_Parameter("Object_Team");
}
void zbl_Building_Attack_Announce::Damaged(GameObject *o, GameObject *d, float damage)
{
	if (!announced)
	{
		unsigned int r = 255, g = 255, b = 255;
		char Announce[256];
		sprintf(Announce, "Warning - The %s is under attack!", Get_Parameter("Translated"));
		Send_Message_Team(team, r, g, b, Announce);
		Create_2D_Sound_Team(Get_Parameter("Sound"), team);
		announced = 1;
		Commands->Start_Timer(o, this, Get_Float_Parameter("Interval"), 123);
	}
}
void zbl_Building_Attack_Announce::Timer_Expired(GameObject *o, int num)
{
	if (num == 123)
	{
		if (announced)
		{
			announced = 0;
		}
	}
}


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Parameters:

Object_Team:int - The team the object belongs to.
Interval:float - The interval at which to announce "<building> is under attack!"
Sound:string - The sound file to play for the team, e.g. "Warning - Nod Airstrip Under Attack!" etc
Translated:string - The Translated Screenname of the object (what you want the object to be called)


The "Translated" parameter is there because I didn't want to look for a translation function nor include one for getting the preset's screenname. If another coder finds one, you're more than welcome to replace this parameter with that function call. Wink

[Updated on: Thu, 12 February 2009 10:29]

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