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-   -   Rotating object groups (http://forum.fulqrumpublishing.com/showthread.php?t=24737)

ATAG_Bliss 07-21-2011 03:27 AM

Rotating object groups
 
Has anyone found a way to rotate entire groups of objects?

The new FMB has an option "Rotate as a group" but regardless if I have it checked or not, I can only rotate one object of a selected group.

Also, has anyone gotten the trigger to work? I can add "air spawn" and the amount of time to spawn in for the trigger, but there is also a script screen. I'm wondering if someone knew what information to fill the script box, if it would actually delay/work as intended?

It seems all the AI have a check box you can enable "SpawnScriptC". I wonder if this has to do with the trigger? It would be nice, for testing purposes, to know if we could delay spawn on one mission instead of having to load a bunch of missions on top of another. I'm wondering if all these "Exception Object not referenced to a mirror of an object ... " errors are because of a problem when doing that.

FG28_Kodiak 07-21-2011 05:21 AM

To rotate a group.
For me this working:
First uncheck "Rotate Group" then enable it, after that mark the group with ALT+Left Mouse then rotate the group with the numeric keypad, the center of rotation is the position of your Mouse-Arrow.

Spawn a group of Planes without script:
The trigger name and the action name, have to be the same.
If your trigger has for example the name "SpawnAirgroup1" then you must named the action also "SpawnAirgroup1".

You can also script a Mission with C#
for example to spawn a the airgroup with a script
Make a trigger with name "SpawnAirgroup1" and a action "Airgroup1" and insert following code in the script window.

Code:

using System;
using maddox.game;
using maddox.game.world;


public class Mission : maddox.game.AMission
{
   
    public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
      base.OnTrigger(missionNumber, shortName, active);

          if ("SpawnAirgroup1".Equals(shortName) && active)
          {
                AiAction action = GamePlay.gpGetAction("Airgroup1");
                if (action != null)
                {
                    action.Do();
                }
                GamePlay.gpHUDLogCenter("Spitfires near");     
                GamePlay.gpGetTrigger(shortName).Enable = false;           
          }
    }
}

With scripts you are much more flexible.

I've made tutorials about scripting in german (my english is to bad :():
http://forum.sturmovik.de/index.php/topic,689.0.html
http://forum.sturmovik.de/index.php/topic,695.0.html
http://forum.sturmovik.de/index.php/topic,699.0.html
http://forum.sturmovik.de/index.php/topic,711.0.html
http://forum.sturmovik.de/index.php/topic,721.0.html
http://forum.sturmovik.de/index.php/topic,727.0.html
http://forum.sturmovik.de/index.php/topic,764.0.html

Ataros 07-21-2011 05:43 AM

WOW! Great news! Thank you very much!

Could someone who speaks German translate them please?

ATAG_Bliss 07-21-2011 05:53 AM

Wow. Unreal!

Thank you very much Kodiac!

_79_dev 07-27-2011 03:24 PM

~S~

Theme scripts looks now much more clear to me... Great find Kodiak, thnx for sharing,
~S~

FG28_Kodiak 07-27-2011 04:17 PM

Find? I've made them ;)

_79_dev 07-27-2011 07:21 PM

~S~

Sorry mate did't notice that on german forums... Thanks for theme scripts anyway, they looks juicy ..

~S~

katdogfizzow 08-07-2011 11:41 PM

Quote:

Originally Posted by Ataros (Post 312516)
WOW! Great news! Thank you very much!

Could someone who speaks German translate them please?

Google translate speaks it fluently ;-)


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