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  #14  
Old 08-05-2012, 11:48 PM
hc_wolf hc_wolf is offline
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Join Date: Jul 2010
Posts: 439
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Hi Kodiak,

Still not getting it to work.

I tried a couple of different methods, but The static Radar object when bombed keeps its broken bits laying around. So radar after Radar build on top od broken parts.

Below the idea is that the static object is placed in mission and then bombed.

It is destroyed and after a few seconds the destroyed parts should dissapear. Then 10 seconds later a new mission is called to spawn in a new Radar.

How can the below code and extra code be used to remove broken parts of radar once object is destroyed?

Code:
        if ("DunkirkRadar".Equals(shortName) && active)			//Trigger 1
        {

            GamePlay.gpHUDLogCenter("Dunkirk Radar has been Damaged - Repairs to begin immediately (AT24)");
            GamePlay.gpLogServer(null, "Dunkirk Radar has been Damaged - Repairs to begin immediately (AT24)", new object[] { });
            Timeout(10, () =>
            {
                //  OnStationaryKilled(_stationary.Type.Equals("Radar");

                /*    destroyGroundActor(AiGroundActorType.Radar, 1);
                    destroyGroundActor(AiGroundActorType.RadioBeacon, 1);
                    destroyGroundActor(AiGroundActorType.Unknown, 1);
                    destroyGroundActor(AiGroundActorType.RadioBeamProjector, 1);*/
                GamePlay.gpHUDLogCenter("Dunkirk Radar has been repaired and is fully operational");
                GamePlay.gpLogServer(null, "Dunkirk Radar has been repaired and is fully operational", new object[] { });
                GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/Atag/Channel_Command/Supply/5DunkirkRadar.mis"); // Submission of this type the path correctly				
                GamePlay.gpGetTrigger(shortName).Enable = false;
            });
        }
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