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#13
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I've tested your mission, the problem is that the trigger is never triggered (testet it with different numbers of planes and plane types), then remove the trigger and made a new one but no effect, may be a bug in the Beta. Normaly your code should work.
So I made a workaroung without trigger. Code:
using System;
using System.Collections.Generic;
using maddox.game;
using maddox.game.world;
public class Mission : AMission
{
public override void OnActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages)
{
base.OnActorDead(missionNumber, shortName, actor, damages);
AiAction MakeNewAircraft = GamePlay.gpGetAction("SpawnAircraft");
if (actor != null && MakeNewAircraft != null)
{
if (actor.Name().Contains("BoB_RAF_F_FatCat_Early.000"))
{
MakeNewAircraft.Do();
GamePlay.gpHUDLogCenter("New Enemy spawned!");
}
}
}
}
The script, a action in your Mission (i labled it "SpawnAircraft"), the name of the plane to destroy. A new Airplane spawns after the previous is shoot down, you can improve it by adding a Planecount, etc. Last edited by FG28_Kodiak; 10-15-2011 at 01:03 PM. |
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