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#1
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thank you Kodiak, without you i would give up on that thing i think,cause for me its like reading chinese....
but if i can implement that "planecounter" in my script above, then i could build a mission, which gets more and more unpredictable with every submission i add... that would be really neat. but i fear i will again have trouble to implement that part correctly into my script... but will try out immediately.. btw, what do you mean with:"before loading a new mission you can check for example"? and where and how do i implement this last line of code? PS: now in my script i have the possibility to "destroy" planes when they land, or after a certain amount of time, but i would like to have the possibility that some planes (bombers) get destroyed when they reach a certain waypoint behind the frontlines....im sure thats possible, but couldnt find it yesterday. Last edited by David198502; 04-25-2012 at 06:19 AM. |
#2
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In your code you can modify
Code:
public override void OnTickGame() { if(MissionTimer.Elapsed.TotalSeconds >= 30 && GetSumAllPlanes() < 50) //Loads a mission every 120s and only if the sum of all planes < 50 { |
#3
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thx Kodiak...it seems to work
![]() so for the waypoints....if i leave the script that way and once the patch is out, will the ai removed then when it reaches the last waypoint, without adjusting the script further? Last edited by David198502; 04-25-2012 at 08:00 AM. |
#4
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I don't think so, but it should not be a great problem
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#5
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Wait for the patch, then it's possible to get the current Waypoint from a Actor. At the moment you can try OnActorTaskCompleted which has sometimes strange results, or use GetTask() from AiAirgroup in OnTickGame and check for AiAirGroupTask.DO_NOTHING
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