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#1
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Thank you very much sir. Great tutorial. Keep it coming.
I have to test if a group with "script spawn C" selected can be flight by a human pilot... And if this group can have only a "takeoff waypoint"...
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Phenom II X4 970 3,5 Ghz, Gigabyte 890GPA UD3H, 4GB RAM GSKILL RIP-JAWS 1333, Gigabyte 560Ti OC 1GB, W7 64 |
#2
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OK works great, however the spawning aircraft keep spawning
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#3
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I suspect the trigger "works" for every aircraft in a group. Had this issue in R2 mission, had to include in a script a variable TriggerOn = 1 every time trigger "worked" and then check if TriggerOn = 1 or = 0 regularly.
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#4
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You can use this script to avoid this:
Code:
using System; using System.Collections; using System.Collections.Generic; using maddox.game; using maddox.game.world; public class Mission : AMission { public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); AiAction Action = GamePlay.gpGetAction(shortName); if (Action != null) Action.Do(); GamePlay.gpGetTrigger(shortName).Enable = false; } } |
#5
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Awesome!
Thanks guys for these postings! ![]() ~S~ |
#6
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Thanks FG28_Kodiak looks good, ill try it out and see how it works.
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#7
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@Kodiak, I'm looking at the script you posted to nullify multiple spawn events:
Quote:
Hope its no trouble to ask, I'm just learning the ropes here.... cheers Freyah |
#8
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You get the triggername via shortName.
So you can check the trigger with a if clause. OnTrigger(..) should look like: Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if ("109".Equals(shortName)) { AiAction Action = GamePlay.gpGetAction(shortName); // if your action has an other Name than your trigger change GamePlay.gpGetAction(shortName) into GamePlay.gpGetAction("ActionName") if (Action != null) Action.Do(); GamePlay.gpGetTrigger(shortName).Enable = false; // if trigger is TPassThru to avoid multiple activation return; // leave method to avoid second call of the Action } AiAction Action = GamePlay.gpGetAction(shortName); if (Action != null) Action.Do(); GamePlay.gpGetTrigger(shortName).Enable = false; } |
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