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  #11  
Old 12-18-2011, 09:48 AM
Stiboo Stiboo is offline
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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
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  #12  
Old 03-01-2012, 01:00 AM
xpupx xpupx is offline
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Lesson 2 please lol
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  #13  
Old 03-20-2012, 03:12 AM
ajay ajay is offline
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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
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  #14  
Old 11-21-2012, 03:10 PM
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major_setback major_setback is offline
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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:
Originally Posted by FG28_Kodiak View Post

....Now, place a group of Bf110s on the map, which are supposed to spawn later by means of the trigger. It's very important to select "Script Spawn C", because otherwise the Bf110s spawn at the beginning of the mission and a second time when the trigger is activated.


After this, we call up the script and trigger menu....
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  #15  
Old 12-12-2012, 06:13 PM
Punch_145 Punch_145 is offline
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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.
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  #16  
Old 12-12-2012, 06:35 PM
bolox bolox is offline
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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

    }
	
	
	
	
  }
gives a success message if the bool 'end' is satisfied when the player lands. There is some extraneous stuff in there relating to the campaign scoring system.

A 'TGroup Destroyed ' trigger could make bool end = true to make it run?
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  #17  
Old 12-13-2012, 05:56 PM
Punch_145 Punch_145 is offline
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Cheers m8 ................will try it
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  #18  
Old 12-21-2012, 08:54 AM
Punch_145 Punch_145 is offline
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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
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  #19  
Old 12-21-2012, 10:33 AM
FG28_Kodiak FG28_Kodiak is offline
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You can deaktivate the trigger with:
Code:
GamePlay.gpGetTrigger("Triggername").Enable = false;
See also this thread:
http://forum.1cpublishing.eu/showthread.php?t=35685
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  #20  
Old 12-21-2012, 01:38 PM
Punch_145 Punch_145 is offline
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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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