#11
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Yes - very easy to follow and interesting
Can't wait for the next lesson! Thank you so much for the time and effort put into this... Cheers Simon |
#12
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Lesson 2 please lol
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#13
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Kodiak, i reposted the tutorial on my Clod page here http://jimeez.weebly.com/ . I am trying to make sure basic and well done tutorials like this do not get lost and buried in the forums over time
Cheers |
#14
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For me the image below just shows as a red cross. All others in the tutorial are fine.
I expect it is an essential one too. Quote:
__________________
All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ Flying online as Setback. |
#15
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Must say Kodiak these tutorials here and on forum.sturmovik.de are a great help
Is it possible to have more than 1 parameter effect the mission success hud message? i.e. a % of an air group destroyed plus complete a landing at home base both influence whether you see a Mission Success message........... Regards Punch. |
#16
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something like that is possible- something very like that is used in the Redux campaign for the 'help in combat' mission
Code:
private void checkLanded(AiAircraft aircraft) { if (GamePlay.gpPlayer().Place() != aircraft) return; if (end != true) { Campaign.battleSuccess = false; GamePlay.gpHUDLogCenter("YOU FAILED! DISMISSED."); //STD Timeout(5.0, () => { ShowResult(true); }); // STD return; } if ((end = true) && (safe = true)) // check reached mission objective { Campaign.battleSuccess = true; writeScore(cPlayer + readScore()); // STD : increase campaign kills GamePlay.gpHUDLogCenter("GOOD SHOW! Less than 4 of 111Sqn shot down." ); Timeout(5.0, () => { ShowResult(true); });//STD Timeout(15.0, () => { GamePlay.gpHUDLogCenter("Your campaign kills : " + readScore()); });//STD } } A 'TGroup Destroyed ' trigger could make bool end = true to make it run? |
#17
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Cheers m8 ................will try it
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#18
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Regarding "triggers" , I tried to create a spawn group of 8 110's triggered when a red air group passed through an area. This worked but every time the pass through was entered another 110 group was created, ended up with about 60 110's
Is this correct and if so is there any script to close the trigger once it has been triggered? Punch |
#19
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You can deaktivate the trigger with:
Code:
GamePlay.gpGetTrigger("Triggername").Enable = false; http://forum.1cpublishing.eu/showthread.php?t=35685 |
#20
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Thanx m8
So like so yes? Code:
} AiAction action = GamePlay.gpGetAction(ActorName.Full(missionNumber, shortName)); if (action != null) { action.Do(); } GamePlay.gpGetTrigger(shortName).Enable = false; } } |
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