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#1
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I'm testing out triggers and was wondering if the TGroupDestroyed or TGroundDestroyed are working.
The triggers are defined in the .mis file as: Code:
[Trigger] D3_red_dest TGroundDestroyed 85 272438 200346 1250 Red_Fuel_Depot TGroundDestroyed 75 267827 197993 550 Blue_Fuel_Depot TGroundDestroyed 75 272015 208932 350 D3_blu_dest TGroundDestroyed 85 271991 205306 1100 De_Fuel_Column1 TGroupDestroyed 20_Chief 80 De_Bofors_Column TGroupDestroyed 22_Chief 80 GB_AAA_Column2 TGroupDestroyed 25_Chief 80 GB_AAA_Column1 TGroupDestroyed 26_Chief 80 Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); System.Console.WriteLine("Trigger (" + shortName + ") Mission #(" + missionNumber.ToString() + ") active(" + active.ToString() + ")"); } WildWillie |
#2
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Yes they working without problem for me, not tested with your example.
For testing i use this code: Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); GamePlay.gpLogServer(null, "missionNumber: {0}, shortName: {1}, active: {2}", new object[] { missionNumber, shortName, active }); } |
#3
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I just posted on this myself and I do not think the TGroupDestroyed is working for vehicles, trains and moving ground units, TGroupDestroyed is only working for air groups TGroundDestroyed is workiing for static units. So you can destroy static objects but the TGroupDestroyed does not seem to be triggering for gound units like 0_Chief only air groups. or prove me wrong???? see script here http://forum.1cpublishing.eu/showthread.php?t=30069
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals Last edited by hc_wolf; 02-29-2012 at 10:51 AM. Reason: update |
#4
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No it works for Groundgroups also.
Ok it not work for trains :/ but you can use OnActorDead as a Workaround: example: Code:
public override void OnActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages) { base.OnActorDead(missionNumber, shortName, actor, damages); if (actor is AiGroundActor) GamePlay.gpLogServer(null, "missionNumber: {0}, shortName: {1}, Type: {2}", new object[] { missionNumber, shortName, (actor as AiGroundActor).InternalTypeName() }); if (actor is AiGroundGroup) GamePlay.gpLogServer(null, "Groundgroup: {0} destroyed", new object[] { actor.Name() }); } Server: missionNumber: 0, shortName: 0_Chief3, Type: bob:Wagon.14T_Tank Server: missionNumber: 0, shortName: 0_Chief4, Type: bob:Wagon.10T_Cattle Server: missionNumber: 0, shortName: 0_Chief5, Type: bob:Wagon.10T_Cattle Server: missionNumber: 0, shortName: 0_Chief1, Type: bob:Wagon.C_Class_0-6-0_tender Server: missionNumber: 0, shortName: 0_Chief2, Type: bob:Wagon.14T_Tank Server: missionNumber: 0, shortName: 0_Chief0, Type: bob:Wagon.C_Class_0-6-0 Server: missionNumber: 0, shortName: 0_Chief11, Type: bob:Wagon.12T_CoveredGoods_SR Server: missionNumber: 0, shortName: 0_Chief10, Type: bob:Wagon.10T_Cattle Server: missionNumber: 0, shortName: 0_Chief7, Type: bob:Wagon.12T_CoveredGoods_SR Server: missionNumber: 0, shortName: 0_Chief6, Type: bob:Wagon.13T_5Plank_OpenGoods So you can count how many Wagon are destroyed and if enough you can show a Message etc. btw i found this in my log.txt 447] ERROR [VEHICLE] 0_Chief1 : Die by collision with crater [447] ERROR [VEHICLE] 0_Chief2 : Die by collision with crater [447] ERROR [VEHICLE] 0_Chief3 : Die by collision with crater [447] ERROR [VEHICLE] 0_Chief4 : Die by collision with crater [447] ERROR [VEHICLE] 0_Chief5 : Die by collision with crater [449] ERROR [VEHICLE] 0_Chief0 : Die by collision with crater [449] ERROR [VEHICLE] 0_Chief1 : Die by collision with crater [449] ERROR [VEHICLE] 0_Chief2 : Die by collision with crater [449] ERROR [VEHICLE] 0_Chief3 : Die by collision with crater [449] ERROR [VEHICLE] 0_Chief4 : Die by collision with crater [629] ERROR [VEHICLE] 0_Chief5 : Die by collision with crater [629] ERROR [VEHICLE] 0_Chief1 : Die by collision with crater [629] ERROR [VEHICLE] 0_Chief2 : Die by collision with crater [631] ERROR [VEHICLE] 0_Chief0 : Die by collision with crater May be this blocked the activation of the trigger? Last edited by FG28_Kodiak; 02-29-2012 at 03:55 PM. |
#5
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Thanks FG28_Kodiak,
I thought about OnActorDead as possible work around. Yes when I destroy the train I get the ERROR [VEHICLE]..... also and I think that is the reason the trigger is not working. Have you tried swapping the train for a moving Vehicle or Column? You will notice the trigger still does not work. But unlike the train you will not get the ERROR message. I think it is an issue with moving vehicles/trains. Thanks for the above code. I will give it a shot. I think this is a bug for Dev team to fix.
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#6
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Have tried some ingame columns and custom columns also. Ive got always a trigger (TGroupDestroyed 50%)
used this mission Code:
[PARTS] core.100 bob.100 [MAIN] MAP Land$Online_Cobra_(8x8) BattleArea 0 0 81920 81920 10000 TIME 12 WeatherIndex 0 CloudsHeight 1000 BreezeActivity 10 ThermalActivity 10 player BoB_LW_LG2_I.000 [GlobalWind_0] Power 3.000 0.000 0.000 BottomBound 0.00 TopBound 1500.00 GustPower 5 GustAngle 45 [splines] [AirGroups] BoB_LW_LG2_I.01 [BoB_LW_LG2_I.01] Flight0 1 Class Aircraft.Bf-109E-4 Formation FINGERFOUR CallSign 26 Fuel 100 Weapons 1 Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 [BoB_LW_LG2_I.01_Way] NORMFLY 34708.43 19739.43 500.00 300.00 NORMFLY 35478.40 21053.40 500.00 300.00 [CustomChiefs] Vehicle.custom_chief68 $core/icons/tank.mma [Vehicle.custom_chief68] Car.Guy_Lizard Car.Ford_V8_E917_open Car.Ford_V8_E917_open Car.Ford_V8_E917_open Car.Morris_CS8_tent Car.Morris_CS8_tent [Chiefs] 0_Chief Vehicle.custom_chief68 gb [0_Chief_Road] 34625.00 21095.09 38.40 0 9 6.11 S 15 1 0.71 10.00 P 34678.90 21114.63 S 15 4 0.10 20.00 P 39425.20 20032.66 39584.00 20128.00 38.40 S 71 0 1.00 20.00 P 39641.00 20213.00 S 71 0 0.62 20.00 P 39937.95 20543.26 S 72 0 0.43 20.00 P 40035.79 20599.33 S 72 0 0.45 40.00 P 40064.12 20630.78 40123.36 20642.46 38.40 [Stationary] [Buildings] [BuildingsLinks] [Trigger] trigger TGroupDestroyed 0_Chief 50 Code:
using System; using System.Collections; 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); GamePlay.gpLogServer(null, "missionNumber: {0}, shortName: {1}, active: {2}", new object[] { missionNumber, shortName, active }); } } |
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