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-   -   [Tutorial] Target Pass Through Triggers Air/Scramble [wip] (http://forum.fulqrumpublishing.com/showthread.php?t=28487)

Freyah 05-27-2012 01:20 PM

@Kodiak, I'm looking at the script you posted to nullify multiple spawn events:
Quote:

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;
}
}
If I have at trigger to spawn 109's (called "109") and only want them to spawn once, no matter how many times I fly through the trigger zone, should It be done with your script by just putting "109" where ever (shortname) appears? Do I just write for example - public override void OnTrigger(int missionNumber, string 109, bool active) etc or is there something to be entered for missionNumber and bool active? (possibly Amission too?) Also is it possible to do this for several triggers in one mission by just repeating the script in its entirety one after another?

Hope its no trouble to ask, I'm just learning the ropes here....

cheers
Freyah

FG28_Kodiak 05-27-2012 01:32 PM

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;
       
    }


Freyah 05-27-2012 01:44 PM

Thanks for the speedy reply !! I think I'm understanding it better now, will test it out soon! Can I do this over and over in the same script, to get the same effect for other triggers of the same type? eg 109 , Spit , 110 , etc.

FG28_Kodiak 05-27-2012 02:25 PM

Yes, simply add an other if clause (in a script you can only use one method, a second OnTrigger would cause an error, so you must modify the existing):
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
        }

        if ("Spit".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;
       
    }


Freyah 05-28-2012 12:48 AM

Thankyou Kodiak! That works like a charm. Got it to work using 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);


        if ("109".Equals(shortName))
        {
            AiAction Action = GamePlay.gpGetAction("109"); // 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
        }



       
    }
}

( I think I can change the - AiAction Action = GamePlay.gpGetAction("109"); - back to (shortName).. but I'll leave it scince it works...

I'm very grateful for your time and for this lesson! I'm in your debt Sir!
Now to tackle the Multiple trigger ones.....

Cheers,
Freyah

hc_wolf 05-28-2012 04:49 AM

Freyhay, this should give you a head start with multiple grouped trigger objective.

All 3 ships must be destroyed before the objective is complete.
Use it for just about anything. Your Triggers are called Ship1, ship2 etc.


Code:


    int TotalRedShipsDestroyed = 0;
        const string Objective_Ships = "  English Supply Tankers 3 of 3,";        //BlueObjective  RedShips Destroyed

        bool ship1 = false;        //English Supply Tanker 1 of 3        ship1
    bool ship2 = false;        //English Supply Tanker 2 of 3        ship2       
    bool ship3 = false;        //English Supply Tanker 3 of 3        ship3



  public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName, active);

            if ("ship1".Equals(shortName) && active)
                {
                    TotalRedShipsDestroyed++;
                    GamePlay.gpLogServer(null, "British Ship " + TotalRedShipsDestroyed.ToString() + " of 10 destroyed!!!", new object[] { });
                    ship1 = true;
                }

                if ("ship2".Equals(shortName) && active)
                {
                    TotalRedShipsDestroyed++;
                    GamePlay.gpLogServer(null, "British Ship " + TotalRedShipsDestroyed.ToString() + " of 10 destroyed!!!", new object[] { });
                    ship2 = true;
                }

                if ("ship3".Equals(shortName) && active)
                {
                    TotalRedShipsDestroyed++;
                    GamePlay.gpLogServer(null, "British Ship " + TotalRedShipsDestroyed.ToString() + " of 10 destroyed!!!", new object[] { });
                    ship3 = true;
                }
                               
                               
                                if (ship1 && ship2 && ship3)
                {
                    GamePlay.gpHUDLogCenter("English Supply ships headding North have been destroyed!!!");
                    GamePlay.gpGetTrigger(shortName).Enable = false;
                    Timeout(10, () =>
                    {
                        GamePlay.gpLogServer(null, "Blue Objective  Completed!!!", new object[] { });
                        GamePlay.gpHUDLogCenter("Blue Objective  Completed!!!");
                                                Objective_Total_Blue += (Objective_Ships);
                    });
                }
        }


Freyah 05-28-2012 04:10 PM

Thankyou hc_wolf! I will certainly try it out !

superbee15 10-29-2012 05:41 AM

Just trying 1st mission and wanted to use trigger.

What and where is "script spawn C"?

KG26_Alpha 10-29-2012 01:25 PM

Quote:

Originally Posted by superbee15 (Post 474289)
Just trying 1st mission and wanted to use trigger.

What and where is "script spawn C"?

Its in the triggers menu

superbee15 10-30-2012 04:04 AM

1 Attachment(s)
Alpha
Thanks for reply.
As commented in original question I am totally new to FMB in CLOD. I also read post by Kodiak.

I cannot see any item menu that is like "script spawn C". I have attached screen shot of what I see.

Any help appreciated.

Cheers


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