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Home » Renegade Discussions » Mod Release Forum » [script]AirStrike function  () 1 Vote
Re: AirStrike function [message #330192 is a reply to message #301136] Mon, 12 May 2008 02:45 Go to previous messageGo to previous message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma:
General (3 Stars)
They just stay there, but no loop?

That makes sense I guess, it's just stuck on the last frame of the animation...

They are all real objects, so you can destroy them. I can't remember from memory what the right syntax is, but it is most likely something simple like destroy_object;

Or you could attach a script to it that destroys the object after x amount of time...

void reb_timed_destroy::Created(GameObject *obj){
Commands->Start_Timer(obj,this,31.0f,1);
}

void reb_timed_destroy::Timer_Expired(GameObject *obj, int number){
	if(number ==1){
Commands->Destroy_Object(obj);
	}
}



ScriptRegistrant<reb_timed_destroy> reb_timed_destroy_Registrant("reb_timed_destroy","");


class reb_timed_destroy : public ScriptImpClass {
	void Created(GameObject *obj);
	void Timer_Expired(GameObject *obj,int number);
};


Just change the float value 31.0f to however many seconds you want it to wait until it destroys the object it is attached to.



 
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