No601_Swallow Posted May 20, 2015 Posted May 20, 2015 (edited) My wrestling with the "Complex Trigger" translator continues. I'm now wondering about some of the event triggers that you can use. Does anyone know what "OnObjectFinished" and "OnObjectFinishedAlive" mean? (In a simple training mission I'm adding to, I've got opposing aircraft spawning in when a player spawns in (using the "OnPlaneSpawned" event in the airfield object) and what I'd like to do is delete the aircraft when they're finished with. I could do it with the "OnObjectLeft"/"OnObjectLeftAlive", by having the player leave the area, I think, but I'd like to try alternatives. I tried "OnObjectFiredFlare" but that doesn't seem to work. What I really want is for the aircraft to be deleted if the player leaves the mission/finishes the flight and I'm wondering if OnObjectFinished might do this.) Edited May 20, 2015 by No601_Swallow
AbortedMan Posted May 20, 2015 Posted May 20, 2015 "Finished" pertains to "finish flight" in multiplayer. It effectively won't work in SP because the mission ends when you finish.
No601_Swallow Posted May 20, 2015 Author Posted May 20, 2015 Thanks AM. But yeah. I'm doing an MP mission for my squadron's training. Well it does indeed seem to be tripped by a player leaving the flight - so that's good! I'm nearly there! Now I'm looking at the Counter MCU... The "Reset after Operation" tickbox should return the counter to zero after it's fired, shouldn't it? I'm not sure it works. Must be missing something. I'll try bracketing it with timers. (Doesn't the humble timer do a lot of heavy lifting in the ME!)
AbortedMan Posted May 20, 2015 Posted May 20, 2015 Also remember to have the AI deactivate when the player gets killed, along with every other event that deems the AI no longer necessary. I had forgotten to set onKilled events for my AAA batteries and had them activated for no reason after some time on the mission which used valuable server resources.
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