![]() |
#1
|
|||
|
|||
![]()
I'm using GamePlay.gpPostMissionLoad(MakeNewStaticSection()) ; to load a new mission section after battle start. The [Stationary] section is constructed by script & contains only stationary objects (not Ai actors). It spawns statics OK. Does anyone have a method by which I can destroy those statics after a period of time? Perhaps by capturing the mission number or storing the static names?
__________________
When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 12-30-2011 at 10:54 AM. |
#2
|
|||
|
|||
![]()
salmo -
I use the OnActorCreated to create a list of actors created. It picks up statics that are Artillery, Ships, AAGuns, etc. It does not pick up static objects like fuel barrels, fire extinguisher, etc. Each actor created is stored in a list that I can go through at mission end to destroy them. Code:
private Dictionary<String, AiActor> allActors = new Dictionary<String, AiActor>(); public override void OnActorCreated(int missionNumber, string shortName, AiActor actor) { #region stats base.OnActorCreated(missionNumber, shortName, actor); // Add actor to list of all Actors if (!allActors.ContainsKey(shortName)) allActors.Add(shortName, actor); try { stats.newActor(shortName, actor); } catch (Exception ex) { System.Console.WriteLine("Stats.OnActorCreated - Exception: " + ex); } #endregion } public override void OnBattleStoped() { #region stats base.OnBattleStoped(); try { stats.battleStopped(); // Loop through list of AiActors and destroy them all List<string> keys = new List<string>(allActors.Keys); for (int i = 0; i < keys.Count; i++) { AiActor a = allActors[keys[i]]; AiAircraft aircraft = a as AiAircraft; if (aircraft != null) { aircraft.Destroy(); } else { AiGroundActor aiGroundActor = a as AiGroundActor; if (aiGroundActor != null) { aiGroundActor.Destroy(); } else { System.Console.WriteLine("Stats.OnBattleStoped - Unknown Actor (" + a.Name()+") ShortName ("+keys[i]+")"); } } } stats.disconnectStats(); } catch (Exception ex) { System.Console.WriteLine("Stats.OnBattleStoped - Exception: " + ex); } #endregion //add your code here } WildWillie |
#3
|
|||
|
|||
![]() Quote:
![]() ![]()
__________________
When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 12-31-2011 at 02:25 AM. |
#4
|
|||
|
|||
![]()
At the moment it's not possible, if i inform correctly this feature will be added in a future Patch by the devs.
|
#6
|
|||
|
|||
![]()
Let enemy tanks to destroy them. I do not know any other method.
It might be though that you can store their POS (location) into a database and then destroy them based on POS. PS. Did not see Kodiak's reply. |
#8
|
|||
|
|||
![]()
I don't know, but i think Ataros misinterpreted your question.
With destroy we mean the remove of a object from a map. The class member to use is Destroy(), the problem with the static objects is that there is no way to get a handler to them. Normally we can use GamePlay.gpActorByName(Name) but if we insert the Name of a static object. The Value is Null, so it's not possible. Also can we use a List to store them but with OnActorCreated we get only AiActors and no statics. But maybe there is a way, but i never found it. ![]() |
#9
|
|||
|
|||
![]()
Yes, it certainly is tricky Kodiak
![]()
__________________
When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
![]() |
|
|