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#1
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First do you have set
MissionNumberListener = -1; example: Code:
public override void OnBattleStarted()
{
base.OnBattleStarted();
MissionNumberListener = -1;
}
Third i don't know how you use OnActorDead, but for me it works without a problem. Code:
public void ActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages)
{
if (actor is AiAircraft)
{
// code for aircrafts
}
else if (actor is AiPerson)
{
// code for pilot or gunner kills (if needed)
}
else if (actor is AiGroundActor)
{
// code for destroyed groundactors
}
}
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#2
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Quote:
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#3
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Now I got the scoring working as intended using the OnActorDead, thanks to Kodiak.
Now if only there was a way to get those spawned units to cause triggered events. I still don't understand why the scriptspawned units can't trigger the ArmyRedGround pass through triggers while every non-spawned do. How do implement a pass through trigger using the code? |
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#4
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Regarding triggers not working on spawned units, is it possible to add a timout to an airgroup ?
Thinking if somehow you could delay a take off for a group then it would be loaded from mission start and a trigger could be implemented from it. |
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