Lineaxe Posted yesterday at 01:11 PM Share Posted yesterday at 01:11 PM (edited) Hi , I have spawned a couple of ships using MOOSE engine. I kill the ships off and a message comes up saying they are 70% 80% 90% and then it says the ship is destroyed. So after finding out the ship is still there after the message!! All of it works fine until I kill one off. Anyhow, here is the code that I use to spawn the ships . _____________________________________________________ redShipAsciiChrIndex = randmathORos(3, 2) redShipSpawnName = "RedShipSpawn" ..string.char(64+redShipAsciiChrIndex) Spawn_VehicleTemp = SPAWN:New(redShipSpawnName) :InitLimit( 1, 5 ) :InitRandomizeRoute( 1, 11, 550 ) :InitRandomizeTemplate(redShipTemplateTbl) -- the other choice is --:InitRandomizeZones( ZoneTable ) :SpawnScheduled( 3 + ii, .5 ) _____________________________________________________ I Now am trying to destroy the ship using a Handler to the unit . here is my code based on the examples I found based on Handlers. _____________________________________________________ -- here we are creating handlers to some enemy ships --needs to be declared ahead of their handler functions?? -- code below this came from eds forums, it is setup first for UNIT SET RedShip1 = UNIT:FindByName( "RedShipSpawnA" ) RedShip2 = UNIT:FindByName( "RedShipSpawnB" ) RedShip3 = UNIT:FindByName( "RedShipSpawnC" ) -- and Here we subscribe to the Dead events. So, if one of these Ships dies, the RedShip1 or RedShip2 objects will be notified. RedShip1:HandleEvent( EVENTS.Dead ) RedShip2:HandleEvent( EVENTS.Dead ) RedShip3:HandleEvent( EVENTS.Dead ) _____________________________________________________ -- the functions to kill of the ship are here (off the sample at ed forums) --- This function is an Event Handling function that will be called when Ship1 is Dead. -- @param Wrapper.Unit#UNIT self -- @param Core.Event#EVENTDATA EventData function RedShip1:OnEventDead( EventData ) self:SmokeGreen() self:Destroy() end --- function that will be called when Ship2 is Dead. -- @param Wrapper.Unit#UNIT self -- @param Core.Event#EVENTDATA EventData function RedShip2:OnEventDead( EventData ) self:SmokeBlue() self:Destroy() end --- function that will be called when Ship3 is Dead. function RedShip3:OnEventDead( EventData ) self:SmokeGreen() self:Destroy() --die die die go away !!!!! end _____________________________________________________ So what did I do wrong ,why aren't the ships being removed from the map after they are killed. I know I keep telling 'em to...!!! _____________________________________________________ Edited yesterday at 01:12 PM by Lineaxe oops Link to post Share on other sites
Lineaxe Posted 9 hours ago Author Share Posted 9 hours ago I had been wondering if I am killing of the Spawn template and should be killing off the actual ship , by name, or something else?? Also, Now the ship objects that Tacview shows are very strange as well. You see, Tacview shows the others ships from the table that did not get selected-- and they are moving along some pathways. They even go through the mountains. hehehe. So , is that some kinda bug somewhere as well. But they do not show up while playing the game , so that doesn't really bother me , it's just something to note. Link to post Share on other sites
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