Test
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@@ -173,7 +173,7 @@ namespace ReallifeGamemode.Server.Gangwar
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this.takeOver(this.Owner);
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this.takeOver(this.Owner);
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}*/
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}*/
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timerCount += 1;
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timerCount += 1;
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if (timerCount >= 900) //change to 900 (seconds) before release for testing reasons change to whatever you like
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if (timerCount >= 10) //change to 900 (seconds) before release for testing reasons change to whatever you like
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{
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{
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if (this.Att_Score > this.Def_Score)
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if (this.Att_Score > this.Def_Score)
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{
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{
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@@ -255,10 +255,13 @@ namespace ReallifeGamemode.Server.Gangwar
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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foreach (var o in owners)
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foreach (var o in owners)
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{
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{
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if (o != null)
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o.TriggerEvent("CLIENT:win");
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o.TriggerEvent("CLIENT:win");
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}
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}
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foreach (var a in attackers)
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foreach (var a in attackers)
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{
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{
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if (o != null)
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a.TriggerEvent("CLIENT:loose");
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a.TriggerEvent("CLIENT:loose");
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}
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}
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion hat erfolgreich das Gebiet ~g~" + getName() + "~w~ verteidigt.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion hat erfolgreich das Gebiet ~g~" + getName() + "~w~ verteidigt.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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@@ -268,8 +271,15 @@ namespace ReallifeGamemode.Server.Gangwar
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else if (getOwner() != FactionName)
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else if (getOwner() != FactionName)
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{
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{
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion konnte das Gebiet ~r~" + getName() + "~w~ nicht verteidigen.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion konnte das Gebiet ~r~" + getName() + "~w~ nicht verteidigen.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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Console.WriteLine("[DEBUG:GANGWAR] getting owners...");
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Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
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Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
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Console.WriteLine($"[DEBUG:GANGWAR] got owners {owners}.");
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Console.WriteLine($"[DEBUG:GANGWAR] got owners {owners.ToString()}.");
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Console.WriteLine("[DEBUG:GANGWAR] getting attackers...");
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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Console.WriteLine($"[DEBUG:GANGWAR] got attackers {attackers}.");
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Console.WriteLine($"[DEBUG:GANGWAR] got attackers {attackers.ToString()}.");
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foreach (var o in owners)
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foreach (var o in owners)
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{
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{
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if (o != null)
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if (o != null)
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