something like that is possible- something very like that is used in the Redux campaign for the 'help in combat' mission
Code:
private void checkLanded(AiAircraft aircraft) {
if (GamePlay.gpPlayer().Place() != aircraft)
return;
if (end != true) {
Campaign.battleSuccess = false;
GamePlay.gpHUDLogCenter("YOU FAILED! DISMISSED."); //STD
Timeout(5.0, () => { ShowResult(true); }); // STD
return;
}
if ((end = true) && (safe = true)) // check reached mission objective
{
Campaign.battleSuccess = true;
writeScore(cPlayer + readScore()); // STD : increase campaign kills
GamePlay.gpHUDLogCenter("GOOD SHOW! Less than 4 of 111Sqn shot down." );
Timeout(5.0, () => { ShowResult(true); });//STD
Timeout(15.0, () => { GamePlay.gpHUDLogCenter("Your campaign kills : " + readScore()); });//STD
}
}
gives a success message if the bool 'end' is satisfied when the player lands. There is some extraneous stuff in there relating to the campaign scoring system.
A 'TGroup Destroyed ' trigger could make bool end = true to make it run?