#1
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trigger points and spawning
G`day, having trouble getting the FMB to spawn other units from a trigger. For instance I want the computer to spawn a RAF unit when the Luftwaffe pass through a point(trigger) on the map. Also i want to spawn returning escorts on the way home for the returning bombers.
Also has can anyone give me a tip for getting the computer to select the best runway for take off( I.e. the one i want).
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#2
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Can you post your mission, so we can take a look at it?
The start direction depends on wind direction. To get your prefered runway you must change the wind direction in the mission preferences (View-Menu). |
#3
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how can i post the mission to you?
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#4
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runway issue sloved. Now all i have to work out is how get the tiggers and actions working as i have no idea about scripting!
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Health Authorites warn that smoking is a health hazard. |
#5
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Without scripting your trigger and the action must have the same name.
Example, if your trigger has the name 'SpawnAirgroup1' your action must have the name 'SpawnAirgroup1', also. To post your mission. Zip the files and upload it via 'Manage Attachment' found under Additional Options if you post a message. |
#6
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Posted zip file!!
Tried renaming triggers and actions but did not work. Thank you also for this.
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Health Authorites warn that smoking is a health hazard. |
#7
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Hi smokin,
Just had a quick look at this through the notepad. What are you trying to do with the passthroughs? Are you wanting to spawn certain planes if a particular air/ground group goes through the passthrough area? |
#8
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Corrected:
By spawning Airgroups you should activate "only Script spawn" in their options. You use passthroughs-Triggers, there is a problem the are activated two times on enter and on leave. To avoid the second activation, you should deaktivate the trigger via script. Sometimes if a Group is not spawning, it helps to select it again in the action-options. So i've added a little script: 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; } } Last edited by FG28_Kodiak; 12-04-2011 at 10:18 AM. |
#9
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Hi Kodiak,
does the script you just put here avoid a further activation of a passthrough trigger ? I've been looking for one since I made a small mission weeks ago and couldn't find a way to spawn an air group only once, as another was spawned everytime the condition was met again (in that case red planes flying through it). Thx ! |
#10
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Yes.
I deactivate it with GamePlay.gpGetTrigger(shortName).Enable = false; so it is not activated a second time. |
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