![]() |
here is the complete code:
HTML Code:
using System; |
Ok some bracket mismatch, corrected version:
Code:
using System; |
this works now:grin:
ok great,....now last question,...are you willing to write such a script for me, which includes the homecoming planes in the script??? i know im probably a bit annoying, with constantly asking for new things, but my main problem with all the scripts is, that i dont have a clue whats possible and not...then i ask if something is possible, and if the answer is yes, then im really excited, and want to try out the script....and most of the time, while trying such new scripts, improvements or other possibilities come to my mind...then i ask again if its possible and so on... anyway thx for that script i already have. |
oh before i forget it, if you really write it, please include, that planes who land back safely, will get despawned after the player leaves the plane...thx in advance
|
To despawn the plane after grounding, was simple for this people who crashed and then sit a half an hour in their planes and waiting. So they must select a new plane. :rolleyes: But it's no problem to despawn a plane after correct landing after Pilot leaves plane.
|
yeah thats what i mean :)
if a player would come back to the home airfield, and lands safely, then leaves the plane, the plane should despawn, but the script should then know that it "puts that plane back into the spawnpoint" that would be a great script for my purpose |
So enhanced Version, Planes landing on their HomeBases are returned into the "Pool". If no plane is available on the Base the SpawnPlace will be removed, and recreated if a plane returns into the pool.
Planes that are landed or crashlanded are "force"-removed after 60 sec. You can change the Time (in seconds) in ActorObservation.ForceActorDestroyNotPosChangeAfte r(60); or if you dont like it remove the line. If you use SpawnPlaces with Airstart, place it over an existing Airstrip, if a Plane lands on this strip, it returns into the pool. You can use more than one planetype on a Birthplace, but there is only one counter per Birthplace at the moment, so the script does not differ the types. Maybe i add this feature in the future, also thinking about a transfer feature. Script: http://forum.1cpublishing.eu/showpos...2&postcount=40 |
thank you sooo much Kodiak!!!
will try that out immediately after i got my morning coffee.... what do you mean with "...the script does not differ the types.."? would it be theoretically possible, that one airfield/spawnarea has a certain amount of different planetypes?for example 20E1s and 10E4s?is that what you mean with not differing in planetypes? |
Quote:
|
ah ok,thats a neat possibility....and the transfer feature is probably, that if a plane spawns at one airfield, but lands at a different one, that it than will be transfered to the other "plane pool"...i guess.
those two features would be great!....but no worries,...im more than happy with the current script.but if you decide to add those features, please let me know... i will try it out now, and report back... |
All times are GMT. The time now is 03:26 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.