Quote:
Originally Posted by jimbop
I've noticed that I never see damage from fire. Often a second pass after springing a fluid leak will result in a fire. Whilst I see the initial damage (i.e. fuel leak or oil leak) there doesn't seem to be any additional damage from the fire.
Have any of you guys noticed fire damage?
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The script only reports damage initiated from players. If you need all damage informations you must delete the if (DamageFrom.Player != null ) clause.
so the code should look like:
Code:
using System;
using maddox.game;
using maddox.game.world;
public class Mission : maddox.game.AMission
{
public override void OnAircraftDamaged(int missionNumber, string shortName, AiAircraft Aircraft, AiDamageInitiator DamageFrom, part.NamedDamageTypes WhatDamaged)
{
base.OnAircraftDamaged(missionNumber, shortName, Aircraft, DamageFrom, WhatDamaged);
GamePlay.gpLogServer (null, "{0} hits {1} : {2} \n", new object [] {DamageFrom.Player, shortName, WhatDamaged});//Test
}
}
if you would like to see the structural damage also, you can add OnAircraftLimbDamaged(..), may be a little too much information

, so without filtering it's only for testing.
complete code:
Code:
using System;
using maddox.game;
using maddox.game.world;
public class Mission : maddox.game.AMission
{
public override void OnAircraftDamaged(int missionNumber, string shortName, AiAircraft Aircraft, AiDamageInitiator DamageFrom, part.NamedDamageTypes WhatDamaged)
{
base.OnAircraftDamaged(missionNumber, shortName, Aircraft, DamageFrom, WhatDamaged);
GamePlay.gpLogServer (null, "{0} hits {1} : {2} \n", new object [] {DamageFrom.Player, shortName, WhatDamaged});//Test
}
public override void OnAircraftLimbDamaged(int missionNumber, string shortName, AiAircraft aircraft, AiLimbDamage limbDamage)
{
base.OnAircraftLimbDamaged(missionNumber, shortName, aircraft, limbDamage);
GamePlay.gpLogServer (null, "{0}: {1} Limb: {2}\n", new object [] { (limbDamage.Initiator.Actor as AiAircraft).Player(0), shortName, limbDamage.LimbId});//Test
}
}