#1
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[Tutorial] Target Pass Through Triggers Air/Scramble [wip]
Target Pass Through Trigger Tutorial.
I recommend reading this tutorial first. >> http://forum.1cpublishing.eu/showthread.php?t=28454 This allows you to set trigger events when aircraft fly through a defined area. This example shows Defiants triggered to spawn and attack when He111's flying into the Target Trigger Area. This tutorial assumes you have read the above example from FG28 Kodiak as the script spawn Only applies to the Defiants. Last edited by KG26_Alpha; 12-27-2012 at 10:52 PM. |
#2
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Target Pass Through Scramble.
Target Pass Through Trigger Scramble Tutorial.
I recommend reading this tutorial first. >> http://forum.1cpublishing.eu/showthread.php?t=28454 This allows you to set trigger events when aircraft fly through a defined area. This example shows Hurricanes triggered to spawn scramble and attack when Dornier 17's flying into the Target Trigger Area. This tutorial assumes you have read the above example from FG28 Kodiak as the script spawn Only applies to the Hurricanes. Last edited by KG26_Alpha; 12-27-2012 at 10:53 PM. |
#3
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Thanks for this, Now if i can only remember the million of things Ive learned in the past week ill be good.
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#4
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The Target Pass Through Trigger works with the player going? I tried and it did not work ...
Will need a script? |
#5
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Thank you very much sir. Great tutorial. Keep it coming.
I have to test if a group with "script spawn C" selected can be flight by a human pilot... And if this group can have only a "takeoff waypoint"...
__________________
Phenom II X4 970 3,5 Ghz, Gigabyte 890GPA UD3H, 4GB RAM GSKILL RIP-JAWS 1333, Gigabyte 560Ti OC 1GB, W7 64 |
#6
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OK works great, however the spawning aircraft keep spawning There must have been 50 on the ground waiting to take off.
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#7
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I suspect the trigger "works" for every aircraft in a group. Had this issue in R2 mission, had to include in a script a variable TriggerOn = 1 every time trigger "worked" and then check if TriggerOn = 1 or = 0 regularly.
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#8
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You can use this script to avoid this:
Code:
using System; using System.Collections; using System.Collections.Generic; using maddox.game; using maddox.game.world; public class Mission : AMission { public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); AiAction Action = GamePlay.gpGetAction(shortName); if (Action != null) Action.Do(); GamePlay.gpGetTrigger(shortName).Enable = false; } } |
#9
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Awesome!
Thanks guys for these postings! ~S~ |
#10
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Thanks FG28_Kodiak looks good, ill try it out and see how it works.
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