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#1
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just cannot get airplanes to spawn.
in the FMB i want to spawn a group of planes after another is destroyed, but nothing happens. ![]() after i destroyed the first group, the second will just not appear. can someone please explain how to do that? |
#2
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The Trigger-Action was broken a few patchs ago. You have to activate the Action by script.
First define Triggers as usual (Groupdead Triggers must have same Name as the Spawn-Action) and then implement the following into your script: Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if ("YourTriggerName".Equals(shortName) && active) { AiAction action = GamePlay.gpGetAction("YourActionName"); //same as YourTriggerName GamePlay.gpLogServer(null, " Your Trigger was triggered ", new object[] { }); //Testmessage if (action != null) { action.Do(); } GamePlay.gpGetTrigger(shortName).Enable = false; } } ![]()
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http://cornedebrouwer.nl/cf48e Last edited by SNAFU; 09-27-2011 at 10:39 AM. |
#3
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thx but doesnt seem to work...
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#4
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... and doesn't seem to work for me either (spawning a bomber group every x seconds)
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__________________
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 |
#5
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Mmh, you are using a script like the following and named your triggers and actions accordingly, also in the script? (Triggername = Actionname)
Code:
using System; using System.Text; using System.Collections.Generic; using maddox.game; using maddox.game.world; public class Mission : AMission { public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if ("YourTriggerName".Equals(shortName) && active) //Edit "YourTriggerName" { AiAction action = GamePlay.gpGetAction("YourActionName"); //same as "YourTriggerName" GamePlay.gpLogServer(null, " Your Trigger was triggered ", new object[] { }); //Testmessage if (action != null) { action.Do(); } GamePlay.gpGetTrigger(shortName).Enable = false; } } }
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http://cornedebrouwer.nl/cf48e Last edited by SNAFU; 10-04-2011 at 01:46 PM. |
#6
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If you do not use any script FMB triggers would work if name of a trigger and action are the same.
If you have any script working with your mission you have to add a trigger section to it to allow triggers to work. The most simple one is Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); AiAction action = GamePlay.gpGetAction(ActorName.Full(missionNumber, shortName)); if (action != null) action.Do(); } Check if both action and trigger are defined correctly (trigger type, airgroup, etc.) and saved in FMB. |
#7
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I don´t know if it was fixed in the Beta, but the action (spawn airgroup) of triggers was broken, some patches ago. So you have to use a script to link triggers and actions. I supposed you set the trigger and the action in the FMB.
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http://cornedebrouwer.nl/cf48e |
#8
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![]() Quote:
![]() Here's the script I used, the trigger & the spawn airgroup (after 60s) actions are both named 'Dorniers'... public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if ("Dorniers".Equals(shortName) && active) { AiAction action = GamePlay.gpGetAction("Dorniers"); //same as YourTriggerName GamePlay.gpLogServer(null, " German bomber group spawned ", new object[] { }); //Testmessage if (action != null) { action.Do(); } GamePlay.gpGetTrigger(shortName).Enable = false; } }
__________________
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 |
#9
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#10
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Made a sample mission, the Doniers spawn after 10sec.
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