Quote:
Originally Posted by FG28_Kodiak
1) they stay destroyed
2) Radars are no GroundActors they are static objects so you must use the new OnStationaryKilled (works since the latest beta patch)
Code:
/*------------------Remove Static stationary Ground method---------------*/
Dictionary<AiGroundActorType, int> PointsforGroundTargets = new Dictionary<AiGroundActorType, int>()
{
{AiGroundActorType.Radar, 12},
};
/*------------------Remove AIGround method---------------*/
private void destroyGroundActor(AiGroundActorType type, int army)
{
if (GamePlay.gpGroundGroups(army) != null)
{
foreach (AiGroundGroup gg in GamePlay.gpGroundGroups(army))
{
if (gg != null && gg.GetItems().GetLength(0) > 0)
{
foreach (AiActor ggActor in gg.GetItems())
{
if (ggActor != null)
if ((ggActor as AiGroundActor) != null && (ggActor as AiGroundActor).Type() == type)
(ggActor as AiGroundActor).Destroy();
}
}
}
}
}
/*------------------Remove Static stationary Ground method---------------*/
/*-----Below is to remove stationary objects listed in AiGroundActorType list----------*/
public override void OnStationaryKilled(GroundStationary _stationary, AiDamageInitiator initiator, int eventArgInt)
{
base.OnStationaryKilled(_stationary, initiator, eventArgInt);
if (GamePlay.gpGroundStationarys() != null)
{
foreach (GroundStationary gg in GamePlay.gpGroundStationarys())
{
if (gg != null && gg.GetItems().GetLength(0) > 0)
{
foreach (AiActor ggActor in gg.GetItems())
{
if (ggActor != null)
if ((ggActor as OnstationaryKilled) != null && (ggActor as AiGroundActor).Type() == type)
(ggActor as _stationary.Destroy).Destroy();
}
}
}
}
}
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thanks Kodiak. For the coed. I am having trouble making it work.
The end objective is that if the Radar is bombed and destroyed I want it to "despawn" The AiGroundActorType is "Radar", but in the _stationary there is no list for Radar.
(_stationary = AiGroundActorType.Radar);
Any clue on how I integrate the _Stationary Kill into the get rid of destroyed objects like the Radar?
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Last edited by hc_wolf; 07-26-2012 at 04:35 AM.
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