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After that, create an action that will spawn the airgroup you just created. You could even make the action spawn the original airgroup if you want the second attack force to be exactly the same as the first. Just remember to uncheck "script spawn only" so that the airgroup spawns at the start of the mission like normal. The script will look like this: Code:
using System; using maddox.game; using maddox.game.world; using System.Collections.Generic; public class Mission : AMission { public override void OnTrigger(int missionNumber, string shortName, bool active) { //call base classes OnTrigger method. base.OnTrigger(missionNumber, shortName, active); //if the trigger that was called is the trigger that we're looking for if (shortName.Equals("attackConvoyDelay") && active) { AiAction action = GamePlay.gpGetAction("attackConvoy")); if (action != null) action.Do(); } } Note that I've named the trigger "attackConvoyDelay" and the action "attackConvoy". You can change them to whatever you want, just make sure they are the same in both the mission and the script. I hope this helps. ![]() |
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