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#1
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OK, I'm dumb
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int i = GamePlay.gpNextMissionNumber(); GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/aus3/misc/my_mission.mis"); sendScreenMessageTo(1, "my_mission loaded", null); Timeout(5 * 60, () => // wait 5 min { // destroy my_mission here using mission number i } );
__________________
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 |
#2
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your Actors get the missionNumber too:
0: 1: 2: So you must look for the MissionNumber (ActorName) or you create a List or Dictionary and store the actors there with the missionNumber, then you can destroy them easily. Simply add new actors in OnActorCreated to it, and remove it after destroy(). |
#3
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public virtual void OnMissionLoaded(int missionNumber)
There is also the above available, which may allow you then to list the mission number and mission name. noting each time the same mission name is loaded it gets a new sequence mission load number so you need to know both. However as Kodiak notes only the ai or objects loaded within the mission need killing off. You may be able to reference all objects or ai associated with the load mission number and destroy all. |
#4
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you can't destroy static object at the moment, you get no handle to it.
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#5
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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 |
#6
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Why just load a different blank map then the next mission? This will wipe it all??
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