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-   -   Place and then Remove Static Objects after destruction. (http://forum.fulqrumpublishing.com/showthread.php?t=33421)

hc_wolf 07-23-2012 11:25 PM

Place and then Remove Static Objects after destruction.
 
Hello,

Two questions and I think I know the answer, just want to re-check.

1) If you destroy an object on the English map (Permanent Radar) or a Static Radar object placed in the .mis file, Do they come back after x minutes or stay destroyed?

2) If I place a Static Radar and then Bomb it, Bits scatter around the bomb site and it stays destroyed.. ..Is there a script that will remove the debris (Destroy AiGroundActorType.Radar)

I want to Destroy the Radar and then have it Re-spawn a little later. I have the script all working except for clearing the Destroyed Radar. So at the moment the new Radar spawns on the destroyed one.

from .mis file
Static4 Stationary.Radar.EnglishRadar1 gb 70506.68 171685.75 93.00

The below does not seem to work if I put this in mission script

Code:

    /*------------------Remove AIGround method---------------*/
    private void destroyGroundActor(AiGroundActorType type, int army)
    {
        if (GamePlay.gpGroundGroups(army) != null)
        {
            foreach (AiGroundGroup gg in GamePlay.gpGroundGroups(army))
            {
                if (gg != null && gg.GetItems().GetLength(0) > 0)
                {
                    foreach (AiActor ggActor in gg.GetItems())
                    {
                        if (ggActor != null)
                            if ((ggActor as AiGroundActor) != null && (ggActor as AiGroundActor).Type() == type)
                                (ggActor as AiGroundActor).Destroy();
                    }
                }
            }
        }
    }


Smokeynz 07-24-2012 04:23 AM

I seem to remember the CS of "CTF_cross_roundel by naryv" has items being cleared after destroyed.

Also only current beta has code for objects as being specific ground items, I cant run the beta without crashing so can't test it.

FG28_Kodiak 07-24-2012 04:50 AM

1) they stay destroyed

2) Radars are no GroundActors they are static objects so you must use the new OnStationaryKilled (works since the latest beta patch)
Code:

public override void OnStationaryKilled(GroundStationary _stationary, AiDamageInitiator initiator, int eventArgInt)
{
    base.OnStationaryKilled(_stationary, initiator, eventArgInt);

    _stationary.Destroy();
}


hc_wolf 07-24-2012 05:38 AM

Quote:

Originally Posted by FG28_Kodiak (Post 447812)
1) they stay destroyed

2) Radars are no GroundActors they are static objects so you must use the new OnStationaryKilled (works since the latest beta patch)
Code:

    /*------------------Remove Static stationary Ground method---------------*/


    Dictionary<AiGroundActorType, int> PointsforGroundTargets = new Dictionary<AiGroundActorType, int>()
    {
        {AiGroundActorType.Radar, 12},
    };


    /*------------------Remove AIGround method---------------*/
    private void destroyGroundActor(AiGroundActorType type, int army)
    {
        if (GamePlay.gpGroundGroups(army) != null)
        {
            foreach (AiGroundGroup gg in GamePlay.gpGroundGroups(army))
            {
                if (gg != null && gg.GetItems().GetLength(0) > 0)
                {
                    foreach (AiActor ggActor in gg.GetItems())
                    {
                        if (ggActor != null)
                            if ((ggActor as AiGroundActor) != null && (ggActor as AiGroundActor).Type() == type)
                                (ggActor as AiGroundActor).Destroy();
                               
                    }
                }
            }
        }
    }

    /*------------------Remove Static stationary Ground method---------------*/
/*-----Below is to remove stationary objects listed in AiGroundActorType list----------*/

    public override void OnStationaryKilled(GroundStationary _stationary, AiDamageInitiator initiator, int eventArgInt)
    {
        base.OnStationaryKilled(_stationary, initiator, eventArgInt);

            if (GamePlay.gpGroundStationarys() != null)
        {
            foreach (GroundStationary gg in GamePlay.gpGroundStationarys())
            {
                if (gg != null && gg.GetItems().GetLength(0) > 0)
                {
                    foreach (AiActor ggActor in gg.GetItems())
                    {
                        if (ggActor != null)
                            if ((ggActor as OnstationaryKilled) != null && (ggActor as AiGroundActor).Type() == type)
                                (ggActor as _stationary.Destroy).Destroy();
                    }
                }
            }
        }
    }


thanks Kodiak. For the coed. I am having trouble making it work.
The end objective is that if the Radar is bombed and destroyed I want it to "despawn" The AiGroundActorType is "Radar", but in the _stationary there is no list for Radar.

(_stationary = AiGroundActorType.Radar);


Any clue on how I integrate the _Stationary Kill into the get rid of destroyed objects like the Radar?

hc_wolf 07-26-2012 05:32 AM

Kodiak or anyone? got any cluse on the above? Hels to clean up a mission after bombing runs are complete (less static objects on the map).

FG28_Kodiak 07-26-2012 07:24 AM

The stationary object don't use an enumerator (AiGroundActorType), they return strings,
you can get
Title = Name of the static;
Category = vehicle, aircraft etc. can be empty. Radars are empty.
Type = Radar etc.
i've not tested all possible values at the moment. Integrate this into the OnStationaryKilled to get the values by yourself.
Code:

GamePlay.gpLogServer(null, "OnStationaryKilled: Title: {0}; Category: {1}; Type: {2}", new object[]{_stationary.Title, _stationary.Category, _stationary.Type});
Example to remove all radars around 1000m from position a stationary was killed
Code:

    public override void OnStationaryKilled(GroundStationary _stationary, AiDamageInitiator initiator, int eventArgInt)
    {
        base.OnStationaryKilled(_stationary, initiator, eventArgInt);


        GamePlay.gpLogServer(null, "OnStationaryKilled: Title: {0}; Category: {1}; Type: {2}", new object[]{_stationary.Title, _stationary.Category, _stationary.Type});

        if (GamePlay.gpGroundStationarys() != null)
        {
            foreach (GroundStationary gg in GamePlay.gpGroundStationarys(_stationary.pos.x, _stationary.pos.y, 1000.0))
            {
                if(_stationary.Type.Equals("Radar"))
                    gg.Destroy();
            }
        }
 
    }


podvoxx 07-26-2012 07:32 AM

In the next patch will be extended capabilities of the method OnStationaryKilled.

FG28_Kodiak 07-26-2012 07:40 AM

Ok so it's more rough-and-ready at the moment :rolleyes:, hope they integrate the missionNumber so it would be easier to remove the objects. ;)

hc_wolf 07-26-2012 10:30 AM

Hi Kodiak,

Well thank you for the code. It works to a point. But the destroyed parts of the radar do not remove from the map. So the new radar just appears on top of the old.

May have to wait till patch and hope the destroyed parts remove after time maybe.

podvoxx 07-26-2012 04:12 PM

Quote:

Originally Posted by hc_wolf (Post 448301)

Well thank you for the code. It works to a point. But the destroyed parts of the radar do not remove from the map. So the new radar just appears on top of the old.

May have to wait till patch and hope the destroyed parts remove after time maybe.

Please describe your problem in detail whith mission code.
http://www.sukhoi.ru/forum/showthrea...=1#post1871936


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