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#1
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Ok will take a look at it.
- Bug (wrong HQ selection) found and eliminated ![]() Last edited by FG28_Kodiak; 05-01-2012 at 04:25 PM. |
#2
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Awesome thanks. How did you find all the callsigns numbers? -Just count them in game?
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#3
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Select a callsign for a group and take a look in the mis file after saving:
Example: Code:
[BoB_LW_StG2_II.03] .. .. CallSign 27 .. .. - Found an other 'Bug' - if there are no Enemy planes available in mission, i forgot to create a "no enemy in range" message - fixed. ![]() |
#4
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Did I do my triggers wrong or is it the .cs?
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#5
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You must add an 'action part' to the OnTrigger in the script, at the moment there is none. (pure radar script)
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AiAction action = GamePlay.gpGetAction(shortName); if (action != null) action.Do(); Last edited by FG28_Kodiak; 05-02-2012 at 02:31 AM. |
#6
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ahh I used this:
http://forum.1cpublishing.eu/showthread.php?t=28454 by you ![]() It didnt mention .cs file. So when I put in the new .cs I deleted it? |
#7
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Only if OnTrigger is overriden if not you dont need to add the action part, in the script i use OnTrigger to detect the destruction of a radar via trigger.
Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if (shortName.StartsWith("Radar") && shortName.EndsWith("Destroyed")) { GamePlay.gpLogServer(null, "Radar destroyed", null); //testing only Headquarters.ForEach(item => { item.SetObserverInactive(shortName); }); } } Code:
AiAction action = GamePlay.gpGetAction(shortName); if (action != null) action.Do(); So the Ontrigger should look like: Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if (shortName.StartsWith("Radar") && shortName.EndsWith("Destroyed")) { GamePlay.gpLogServer(null, "Radar destroyed", null); //testing only Headquarters.ForEach(item => { item.SetObserverInactive(shortName); }); } AiAction action = GamePlay.gpGetAction(shortName); if (action != null) action.Do(); } |
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