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#1
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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 03:44 PM. |
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#2
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Quote:
Also, since you are here ( code here Quote:
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#3
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You would like to destoy a plane only if a player is present in that plane?
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#4
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YES!
it works nicely, only if plane is intact. you cant create a new airplane utni lthe previus one is destoyed or back to base and disappeared. |
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#5
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Can i have the complete code, please?
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