Gambit21 Posted August 8, 2017 Posted August 8, 2017 I'm building a perpetual fur-ball group for scenery purposes. So once it activates, there will be 10 planes fighting until mission end (or I decide to add a deactivate or delete trigger) I want to use the "OnPlaneCriticalDamage" event to spawn a new aircraft to replace one that is about to die. The idea is that once an aircraft is on it's way to being dead, a replacement enters the area. I've been testing tonight using the "OnPlaneKilled" report and it works fine...however I'm in the process of refining the group and I think the critical damage report might be what I'm after as this will make the group more natural/fluid feeling. My question...does anyone know if this Critical Damage report is/can only be sent once per aircraft? If so I can use this report, if not I have to stick with 'Onkilled'. I don't want a wing shot off spawning a replacement, then the fuel tank hit and another replacement for the same aircraft etc. (although this sort of randomness wouldn't be all bad now that I think of it) Anyone know for sure?
LLv34_Temuri Posted August 8, 2017 Posted August 8, 2017 How about deactivating the spawner for some time after the OnPlaneCriticalDamage is triggered and the new plane is spawned, and then activating the spawner when the damaged plane is actually killed? 1
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