Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > FMB, Mission & Campaign builder Discussions

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #9  
Old 05-27-2012, 03:57 PM
pupo162 pupo162 is offline
Approved Member
 
Join Date: Feb 2010
Posts: 1,188
Default

Quote:
Originally Posted by FG28_Kodiak View Post
You can use two events:

Code:
 public override void OnAircraftKilled(int missionNumber, string shortName, AiAircraft aircraft)
    {
        base.OnAircraftKilled(missionNumber, shortName, aircraft);
    }
and
Code:
    public override void OnActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages)
    {
        base.OnActorDead(missionNumber, shortName, actor, damages);
    }
On OnAircraftKilled is called when a plane is not longer flyable, for example if the pilot get killed or its too heavy damaged, but you get not the damager.

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.
thanks! that puts some light on waht each one does. i started by using onactordead, but its giving some issues with exception errors, so im tryign on aircraft killed, still not workin.... yet.

Also, since you are here ( ), im havign were a damaged plane, when landed is not destroyed.

code here

Quote:
public override void OnAircraftLanded(int missionNumber, string shortName, AiAircraft aircraft)
{
base.OnAircraftLanded(missionNumber, shortName, aircraft);

Player player = null;



int value = 0;


if (aircraft.Player(0) != null)
{
for (int i = 0; i < aircraft.Places(); i++)
{
if (aircraft.Player(i) != null)
{
// TODO: Account for more than one player in an aircraft
player = aircraft.Player(i);
break;
}
}

if (player != null)


switch (player.Army())
{
case 1:
if (rafa.TryGetValue((aircraft as AiAircraft).InternalTypeName(), out value))
{
rafa[(aircraft as AiAircraft).InternalTypeName()] = value + 1;
bluescore = bluescore - rafv[(aircraft as AiAircraft).InternalTypeName()];
GamePlay.gpHUDLogCenter(new Player[] { player }, "Welcome Home, {0} : saved!", new object[] { SplitName((aircraft as AiAircraft).InternalTypeName()) }); // THIS MESSAGE IS STILL DISPLAYED!
Timeout(5, () =>
{ destroyPlane(aircraft); });

}

break;

case 2:
if (lwa.TryGetValue((aircraft as AiAircraft).InternalTypeName(), out value))
{
lwa[(aircraft as AiAircraft).InternalTypeName()] = value + 1;
redscore = redscore - lwv[(aircraft as AiAircraft).InternalTypeName()];
GamePlay.gpHUDLogCenter(new Player[] { player }, "Welcome Home, {0} : saved!", new object[] { SplitName((aircraft as AiAircraft).InternalTypeName()) }); // THIS MESSAGE IS STILL DISPLAYED!
Timeout(5, () =>
{ destroyPlane(aircraft); });

}
break;

}
}
}
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:17 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.