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Old 03-15-2012, 08:10 PM
Smokeynz Smokeynz is offline
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Join Date: Apr 2011
Posts: 106
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Interesting, although not unexpected considering the detroyed trigger task is to activate on object destroyed, I mean how many times must it be kaput!

Probably a worth while exercise to look at all triggers in a similar way to see what "features" they have.

For example, for the pass through trigger, from what I've seen it can be handled in a number of ways.

if (shortName.Equals(shortName) && active)
{
//do somthing
GamePlay.gpGetTrigger(shortName).Enable = false;
}

if you use only the following ,You can use the trigger in both true and false and it is always live.

if (shortName.Equals(shortName))
{
//do somthing
}


if you use only the following , it appears to only activate on true
if (shortName.Equals(shortName) && active)
{
//do somthing
}

if you use only the following , it appears to only activate on true and disabled after use

if (shortName.Equals(shortName) && active)
{
//do somthing
GamePlay.gpGetTrigger(shortName).Enable = false;
}

So with that in mind, maybe leaving the following out of the destroy trigger it will stay live.
GamePlay.gpGetTrigger(shortName).Enable = false;
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Old 03-16-2012, 05:06 AM
hc_wolf hc_wolf is offline
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Join Date: Jul 2010
Posts: 439
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That is a very good point. I have completed the scripting and have it working for the moment, and is now uploaded on the ATAG test system (Destroy or defend the convoys).

But this find up here could tidy up the script a little or make for easier implementation.



I think i have to read the above or draw some diagrams to get my head around it hehehe. Will run your test tonight
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