Home   Help Search Login Register  

Author Topic: Camcreated AP mines  (Read 1408 times)

0 Members and 1 Guest are viewing this topic.

Robinhansen

  • Guest
Camcreated AP mines
« on: 23 Feb 2005, 15:59:23 »
I've got a minefieldscript were I've tested a few types of AP mines (FDFmod, spetznaz mod etc.). All worked when they are placed on the map in the games editor, but none worked when they are camcreated in game. ???
Any ideas why not?  ???

Offline ACF

  • Members
  • *
  • Llama?? Ain't that French for tanks?
Re:Camcreated AP mines
« Reply #1 on: 23 Feb 2005, 16:09:18 »
Maybe the object has some init code to initialise itself - an editor-placed object would run the code/script when the mission starts but the same wouldn't happen when it's camcreated.  If you could find out what the code is and what information it needs you could conceivably call the code/script after you've camcreated the object.

Dubieman

  • Guest
Re:Camcreated AP mines
« Reply #2 on: 23 Feb 2005, 18:11:02 »
The COC mines I have need to be placed first. Cause they have different effects, like the bouncing betty pops into the air and when it comes down....BOOM :o

So pretty much what ACF said.

Karik

  • Guest
Re:Camcreated AP mines
« Reply #3 on: 23 Feb 2005, 19:09:31 »
Quote from other forum:

"camCreated objects don't get their init eventHandler executed so the mines don't get 'armed', that would be my guess...

Try using createVehicle instead... createVehicled objects need a bit time to get 'active' so you may need to wait for a while before testing though..."

http://www.tacticalblunder.com/%7Efdfmod/forum/viewtopic.php?t=1173

Maybe that helps.

Robinhansen

  • Guest
Re:Camcreated AP mines
« Reply #4 on: 24 Feb 2005, 17:04:23 »
Excatly what I needed...

Cheers m8's - The next round of beer's are on me
 ;D