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#8
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You can use two events:
Code:
public override void OnAircraftKilled(int missionNumber, string shortName, AiAircraft aircraft) { base.OnAircraftKilled(missionNumber, shortName, aircraft); } Code:
public override void OnActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages) { base.OnActorDead(missionNumber, shortName, actor, damages); } OnActorDead is called later after a plane is hitting the ground or a GroundActor or AiPerson or AiGroup (a Ships is an AiGroup) is killed. And you can check the damagers. OnActorDestroyed is called every time a Actor is removed from the game, so its also called if a script removed a empty plane. So you should use OnAircraftKilled or OnActorDead. Last edited by FG28_Kodiak; 05-27-2012 at 02:44 PM. |
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