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Thread: How to get script-spawned ship destruction?

  1. #1
    Novice Pilot Doctor_Ramble's Avatar
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    How to get script-spawned ship destruction?

    I am trying to make a mission that involves a ship being destroyed to trigger an event.

    I have created an action to spawn the ship in when a player gets close and a trigger for when it gets destroyed. If the ship is not script-spawned the destruction trigger works fine; but if the ship is spawned in by the script it does not register the destruction.

    Furthermore, if I use the OnActorDestroyed() method, I also don't get any response when the ship has been destroyed. If I disable the spawn script and set the ship to spawn in without a script it works fine.

    Any help with this would be appreciated.


    Cheers,
    Ramble


    Spoiler: 

    Code:
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.ComponentModel.Design;
    using System.Diagnostics;
    using maddox.game;
    using maddox.game.world;
    
    public class Mission : AMission
    {
        public override void OnTrigger(int missionNumber, string shortName, bool active)
        {
            base.OnTrigger(missionNumber, shortName, active);
    
            if ("shipDestroyed".Equals(shortName))
            {
                GamePlay.gpHUDLogCenter("Destroyed Ship: " + shortName);
                GamePlay.gpGetTrigger(shortName).Enable = false;
            }
            if ("spawnShip".Equals(shortName))
            {
                AiAction spawnShip = GamePlay.gpGetAction("spawnShip");
                if (spawnShip != null)
                {
                    spawnShip.Do();
                    GamePlay.gpHUDLogCenter("Spawned Ship: " + shortName);
                    GamePlay.gpGetTrigger(shortName).Enable = false;
                }
            }
        }
    }
    OnActorDestroyed:
    Code:
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.ComponentModel.Design;
    using System.Diagnostics;
    using maddox.game;
    using maddox.game.world;
    
    public class Mission : AMission
    {
        public override void OnTrigger(int missionNumber, string shortName, bool active)
        {
            base.OnTrigger(missionNumber, shortName, active);
    
            if ("shipDestroyed".Equals(shortName))
            {
                GamePlay.gpHUDLogCenter("Destroyed Ship: " + shortName);
                GamePlay.gpGetTrigger(shortName).Enable = false;
            }
            if ("spawnShip".Equals(shortName))
            {
                AiAction spawnShip = GamePlay.gpGetAction("spawnShip");
                if (spawnShip != null)
                {
                    //spawnShip.Do();
                    //GamePlay.gpHUDLogCenter("Spawned Ship: " + shortName);
                    GamePlay.gpGetTrigger(shortName).Enable = false;
                }
            }
        }
    
        public override void OnActorDestroyed(int missionNumber, string shortName, AiActor actor)
        {
            base.OnActorDestroyed(missionNumber, shortName, actor);
            GamePlay.gpHUDLogCenter("Destroyed Actor: " + shortName);
        }
    }
    2026-03-09_08-17.png
    2026-03-09_08-17_1.png
    Works without a script-spawned ship
    2026-03-09_08-28.jpg
    Last edited by Doctor_Ramble; Mar-08-2026 at 18:14.
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    OS 1: CachyOS (KDE Plasma // Wayland); nVidia Driver: 595.45.04;
    OS 2: Windows 10 22H2; nVidia Driver: 566.36 Studio;
    Display: 1920*1080 @ 60 Hz

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  3. #2
    Veteran Combat pilot FTC_Rostic's Avatar
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    Re: How to get script-spawned ship destruction?

    If you override OnBattleStarted() method and add MissionNumberListener = -1; line, your script should be able to get all the events from all missions (including loaded sub missions).

    Code:
        public override void OnBattleStarted()
        {
            base.OnBattleStarted();
    
            /////////////////////////////////////
            // write mission custom code below
    
            // ...
    
            // write mission custom code above
            /////////////////////////////////////
    
            // listen all the mission
            MissionNumberListener = -1;
        }
    Usually I do not use triggers, so I'm not familiar how to process triggers for object is in sub-mission.

    Oh, but it seems your ship is part of main mission... So I have no idea why there is no event about ship destroyed.
    PC spec: Intel Core i7 8700K 3.7Ghz, DDR4 32Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), RTX 2060 6Gb
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  4. #3
    Novice Pilot Doctor_Ramble's Avatar
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    Re: How to get script-spawned ship destruction?

    Thank you for taking the time to respond!

    This is really puzzling me - why should script-spawning my ships cause triggers tied to them to not work?
    I am sure there is a simple explanation for this, but for now I will have to do without the ships.

    As well as ships, the same seems to apply to aircraft?
    This also means that I will have to rework how my mission works. I suppose I can resort to using a countdown-timer based approach to constantly spawn in aircraft groups.

    Cheers,
    Ramble
    Last edited by Doctor_Ramble; Mar-09-2026 at 18:29.
    Computer Specifications:
    CPU: Intel Core i9-13900K; RAM: 64GB DDR5 @ 5200MT/s; GPU: nVidia GeForce RTX 4070 v1.0 w/ 12GB VRAM;
    OS 1: CachyOS (KDE Plasma // Wayland); nVidia Driver: 595.45.04;
    OS 2: Windows 10 22H2; nVidia Driver: 566.36 Studio;
    Display: 1920*1080 @ 60 Hz

  5. #4
    Veteran Combat pilot FTC_Rostic's Avatar
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    Re: How to get script-spawned ship destruction?

    By the way. Have you checked log file for unhandlsd exception.? Usually if one happens script stop working completely. For this reason I have try-catch as frist thing in every Mission class method.

    If you share your whole mission and script I may look whats going on.
    Last edited by FTC_Rostic; Mar-09-2026 at 18:38.
    PC spec: Intel Core i7 8700K 3.7Ghz, DDR4 32Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), RTX 2060 6Gb
    Monitor: DELL P2717H (1920x1080:60Hz)
    Joystick: Android smartphone MonectPC app (virtual joystick driver)
    Hadtracker: Track IR 4 / No VR

    Enjoy multiplayer historical campaigns with Flying Tin Cans.
    Join us: https://flyingtincans.com —(•)— Discord —(•)— YouTube


  6. #5
    Novice Pilot Doctor_Ramble's Avatar
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    Re: How to get script-spawned ship destruction?

    No, I haven't checked the log file. I will do that now.

    The script is under the "Spoiler" tab on my original post. I have put the mission and script in "Spoiler" tabs on this post.

    Cheers,
    Ramble

    Here is the mission:
    Spoiler: 

    Code:
    [PARTS]
      core.100
      bob.100
    [MAIN]
      MAP Land$Online_Isles_of_Doom
      DespawnAfterLandingTimeout 600
      BattleArea 9000 9000 23768 31960 5000
      TIME 10.0000002421439
      WeatherIndex 1
      CloudsHeight 1300
      BreezeActivity 7
      ThermalActivity 7
      player BoB_LW_LG2_I.000
    [GlobalWind_0]
      Power 0.887 -0.463 0.000
      BottomBound 0.00
      TopBound 0.00
      GustPower 1
      GustAngle 44
    [splines]
    [AirGroups]
      BoB_LW_LG2_I.01
    [BoB_LW_LG2_I.01]
      Flight0  1
      Class Aircraft.Bf-110C-7
      Formation FINGERFOUR
      CallSign 26
      Fuel 100
      Weapons 1 1 1 4
      Skill 0.84 0.53 0.53 0.37 0.37 0.53 0.53 0.53
      Aging 0
    [BoB_LW_LG2_I.01_Way]
      NORMFLY 15393.87 16726.10 250.00 300.00
      NORMFLY 21640.98 16792.32 250.00 300.00
    [CustomChiefs]
    [Chiefs]
      0_Chief Ship.Tanker_Medium1 gb /sleep 0/skill 1/slowfire 1
      1_Chief Ship.HMS_Flowers_Corvette gb /SpawnFromScript 1/sleep 0/skill 0/slowfire 10
    [0_Chief_Road]
      18997.43 16813.65 38.40  0 2 5.83
      19058.80 20015.05 38.40
    [1_Chief_Road]
      20346.01 16776.26 38.40  0 2 5.00
      20235.38 20055.99 38.40
    [Stationary]
    [Buildings]
    [BuildingsLinks]
    [Trigger]
      spawnShip TPassThrough 0 18794 16746 3200
      corvetteDestroyed TGroupDestroyed 1_Chief 100
      shipDestroyed TGroupDestroyed 0_Chief 100
    [Action]
      spawnShip ASpawnGroup 0 0_Chief
      spawnCorvette ASpawnGroup 0 1_Chief


    Here is the script:
    Spoiler: 

    Code:
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.ComponentModel.Design;
    using System.Diagnostics;
    using maddox.game;
    using maddox.game.world;
    
    public class Mission : AMission
    {
        public override void OnBattleStarted()
        {
            base.OnBattleStarted();
            GamePlay.gpGetTrigger("corvetteDestroyed").Enable = true;
        }
    
        public override void OnTrigger(int missionNumber, string shortName, bool active)
        {
            base.OnTrigger(missionNumber, shortName, active);
    
            if ("shipDestroyed".Equals(shortName))
            {
                GamePlay.gpHUDLogCenter("Destroyed Ship: " + shortName);
                AiAction spawnCorvette = GamePlay.gpGetAction("spawnCorvette");
                if (spawnCorvette != null)
                {
                    spawnCorvette.Do();
                    GamePlay.gpGetTrigger(shortName).Enable = false;
                }
            }
            if ("corvetteDestroyed".Equals(shortName))
            {
                GamePlay.gpHUDLogCenter("Destroyed Corvette!");
                GamePlay.gpGetTrigger(shortName).Enable = false;
            }
            if ("spawnShip".Equals(shortName))
            {
                AiAction spawnShip = GamePlay.gpGetAction("spawnShip");
                if (spawnShip != null)
                {
                    //spawnShip.Do();
                    //GamePlay.gpHUDLogCenter("Spawned Ship: " + shortName);
                    GamePlay.gpGetTrigger(shortName).Enable = false;
                }
            }
        }
    
        public override void OnActorDestroyed(int missionNumber, string shortName, AiActor actor)
        {
            base.OnActorDestroyed(missionNumber, shortName, actor);
            //GamePlay.gpHUDLogCenter("Destroyed Actor: " + shortName);
        }
    }


    The mission has been altered since my original post. Now the tanker is spawned in without the script and you have to destroy it to spawn in a Corvette. For me, when I destroy the tanker, I get the message "Destroyed Ship: shipDestroyed"; but when I destroy the Corvette I get nothing.


    Checked the log file, I get this:
    Spoiler: 

    Code:
    [10:04:05]	Loading mission missions/server/tests/ship_1.mis ...
    [10:04:05]	Load landscape...
    [10:04:05]	Load static objects...
    [10:04:05]	Server: Doctor_Ramble joins the Blue army.
    [10:04:06]	Mission loaded. time = 0.694
    [10:04:08]	Battle starting...[10:04:08]	Server: Battle begins!
    [10:04:08]	ok
    [10:04:08]	[14] ERROR [SOUND] ERR_EVENT_NOTFOUND - The requested event, bus or vca could not be found.[event:/core/Cockpits/Default/IN/Buzzer_Cyclic]
    [10:04:42]	
    [10:04:42]	=================================================
    [10:04:42]	System.NullReferenceException: Object reference not set to an instance of an object.
    [10:04:42]	   at ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.WdrjuvwHs846ChpnEpU$N54()
    [10:04:42]	   at ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.bIgze9ZF6xP4yGveB4Ll6Hc()
    [10:04:42]	   at M2ss6$EeIkA8n37LmaHj7f12iwKYrwBKboOrqIzn$HGj.fC70ggGT4IcXBQtIqzy$YdKyC9mD21D02AcSIyDYaLOJ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [10:04:42]	   at gVOR2zVEvgk3Q$gozGy1_20.ppmEoeHmxcnsxsgoqLhbOwQ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag , t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc )
    [10:04:42]	   at EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.BFQKFIFy6Qd24cuuxmMy118(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc , wGsrhr2gGET6$rN8T5WDlcfTLaI7isE1Xw7BbuA371Ti , Double , Boolean )
    [10:04:42]	   at EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.Hu0P_IbxUQVhIEDgkuuXwsc(uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0 )
    [10:04:42]	   at EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.zDF$EQ5AUyVGMD8AmQksW6Y(uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0 )
    [10:04:42]	   at uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0.ieB7708c_6FQSxNxraV6ARHHqXan4yX58a_zb1_rK3P4nn7EMfbyui0RM42ovp0LGMvwoymwrSL8DAAcRiknPMSB612eLFveDikhba3LqRvu.DjGOoAM9RUO_o50OBd2cl_Q()
    [10:04:42]	   at 8GLNsnXoJZVs4cP5VajfBEAaLWzHU7YgOC98AV0cJy5J.wG5GiPZGWg4zIiUDzWMc5aI(Object )
    [10:04:42]	   at h1hAZnRhvy1N5t9CdzMHnfI.5n7YNqhNNEP_qkd3AvYXFvo(Object )
    [10:04:42]	=================================================
    [10:04:59]	
    [10:04:59]	=================================================
    [10:04:59]	System.NullReferenceException: Object reference not set to an instance of an object.
    [10:04:59]	   at ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.WdrjuvwHs846ChpnEpU$N54()
    [10:04:59]	   at ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.bIgze9ZF6xP4yGveB4Ll6Hc()
    [10:04:59]	   at M2ss6$EeIkA8n37LmaHj7f12iwKYrwBKboOrqIzn$HGj.V4_U7WgZBCairvNGpRLc0Gi6BNsOIP5eGfeMqvap$Qg2(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [10:04:59]	   at gVOR2zVEvgk3Q$gozGy1_20.xb6nsHHG2JmajuYUZOFIhQ0(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [10:04:59]	   at TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.iHabz9C467qabtRnh4d8RNE()
    [10:04:59]	   at TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.VK8J1_Bm0F3Wbmg57vr5nFU()
    [10:04:59]	   at TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.iurqtg19bmojIFK2NlyTNS6MHfvrjD$bcEtnc66X$CDg()
    [10:04:59]	   at TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.NdtVfBFOUo8sBpHhW4o0nPg()
    [10:04:59]	   at 59ZBse9e6oIvxXrFO7BHQx3TZ4KfXIncUkjO18JQpx_9.$R$ZzIaD5BFhTqm7lwXXz18()
    [10:04:59]	=================================================
    [10:05:32]	Server: Doctor_Ramble Bf 110 C-7 (1 +) Pilot is dead.
    [10:05:32]	Server: Gunner of a Bf 110 C-7 (1 +) (AI) is dead.
    [10:05:32]	
    [10:05:32]	=================================================
    [10:05:32]	System.NullReferenceException: Object reference not set to an instance of an object.
    [10:05:32]	   at ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.WdrjuvwHs846ChpnEpU$N54()
    [10:05:32]	   at ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.bIgze9ZF6xP4yGveB4Ll6Hc()
    [10:05:32]	   at M2ss6$EeIkA8n37LmaHj7f12iwKYrwBKboOrqIzn$HGj.fC70ggGT4IcXBQtIqzy$YdKyC9mD21D02AcSIyDYaLOJ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [10:05:32]	   at gVOR2zVEvgk3Q$gozGy1_20.ppmEoeHmxcnsxsgoqLhbOwQ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag , t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc )
    [10:05:32]	   at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.VagpOeiFfySedHc5rYmoXFo(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc , VegHHTiK4RHCxYevBc8La69yBGMExENJ$4aBXAGLjVe_HH_tPA5gttJptdnKkXTFxA )
    [10:05:32]	   at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.iI7Q6fvM38SWy7ZpiZddd34(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc , VegHHTiK4RHCxYevBc8La69yBGMExENJ$4aBXAGLjVe_HH_tPA5gttJptdnKkXTFxA )
    [10:05:32]	   at 7Tf4nzstJTGlOLiISWaTSDnSS13VlVac0SMcASJjPZR4.wG5GiPZGWg4zIiUDzWMc5aI(Object )
    [10:05:32]	   at h1hAZnRhvy1N5t9CdzMHnfI.5n7YNqhNNEP_qkd3AvYXFvo(Object )
    [10:05:32]	=================================================
    [10:05:34]	Server: The battle ends.
    [10:05:34]	Load landscape...
    [10:05:34]	Load static objects...
    [10:05:34]	PathFind.ApplyMap...
    Last edited by Doctor_Ramble; Mar-09-2026 at 19:06.
    Computer Specifications:
    CPU: Intel Core i9-13900K; RAM: 64GB DDR5 @ 5200MT/s; GPU: nVidia GeForce RTX 4070 v1.0 w/ 12GB VRAM;
    OS 1: CachyOS (KDE Plasma // Wayland); nVidia Driver: 595.45.04;
    OS 2: Windows 10 22H2; nVidia Driver: 566.36 Studio;
    Display: 1920*1080 @ 60 Hz

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  8. #6
    Veteran Combat pilot FTC_Rostic's Avatar
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    Re: How to get script-spawned ship destruction?

    Ok. I catched it...
    First of all, it appeared to be that even it objects are part of your main mission, if they are dynamically created, they will be created as sub mission with own number.

    Code:
    Server: OnActorDestroyed missionNumber=1 shortName=1_Chief
    Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    
    Server: OnActorDestroyed missionNumber=0 shortName=0_Chief
    Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    So the line you are mission is important:
    Code:
        public override void OnBattleStarted()
        {
            base.OnBattleStarted();
            MissionNumberListener = -1;  // listen all the mission <--- THAT IS MISSING LINE IN YOUR SCRIPT
        }
    Also, I noticed that "OnActorDestroyed" is called waaaaay long time after ship sunk.....


    UPDATED: By the way look at the time between events!
    Trigger that tanker destroyed happened at 14:03:03, but OnActorDestroyed for that tanker happened at 14:05:23
    Code:
    [14:03:03]	Server: OnTrigger missionNumber=0 shortName=shipDestroyed active=True
    
    [14:05:22]	Server: OnActorDestroyed missionNumber=1 shortName=1_Chief
    [14:05:22]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    
    [14:05:23]	Server: OnActorDestroyed missionNumber=0 shortName=0_Chief
    [14:05:23]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    Last edited by FTC_Rostic; Mar-10-2026 at 08:48.
    PC spec: Intel Core i7 8700K 3.7Ghz, DDR4 32Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), RTX 2060 6Gb
    Monitor: DELL P2717H (1920x1080:60Hz)
    Joystick: Android smartphone MonectPC app (virtual joystick driver)
    Hadtracker: Track IR 4 / No VR

    Enjoy multiplayer historical campaigns with Flying Tin Cans.
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  10. #7
    Veteran Combat pilot FTC_Rostic's Avatar
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    Re: How to get script-spawned ship destruction?

    Ok. Here is my mission log. Is is partially generated in script:
    Code:
    ------------ BEGIN log session [2026-03-10 15:16:16] -------------
    [15:16:22]	INI: HotKey 'vJoy_Device-14B51D1+Key0' is unknown
    [15:16:58]	Loading mission C:\Users\Rostic\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\test\!ramble.mis ...
    [15:16:58]	Load landscape...
    [15:17:00]	Load static objects...
    [15:17:01]	Server: FTC_Rostic will fly for the Blue forces.
    [15:17:02]	Mission loaded. time = 3.808
    [15:17:03]	Battle starting...[15:17:03]	Server: Battle begins!
    [15:17:03]	ok
    [15:17:06]	Server: OnTrigger missionNumber=0 shortName=spawnShip active=True
    [15:17:52]	Server: OnActorDamaged missionNumber=0 shortName=0_Chief
    [15:17:52]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    [15:17:52]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [15:17:52]	Server: ... damageType=LifeKeeperPartSmallDamage
    [15:17:53]	
    [15:17:53]	=================================================
    [15:17:53]	System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
    [15:17:53]	   в ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.WdrjuvwHs846ChpnEpU$N54()
    [15:17:53]	   в ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.bIgze9ZF6xP4yGveB4Ll6Hc()
    [15:17:53]	   в M2ss6$EeIkA8n37LmaHj7f12iwKYrwBKboOrqIzn$HGj.fC70ggGT4IcXBQtIqzy$YdKyC9mD21D02AcSIyDYaLOJ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [15:17:53]	   в gVOR2zVEvgk3Q$gozGy1_20.ppmEoeHmxcnsxsgoqLhbOwQ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag , t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc )
    [15:17:53]	   в EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.BFQKFIFy6Qd24cuuxmMy118(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc , wGsrhr2gGET6$rN8T5WDlcfTLaI7isE1Xw7BbuA371Ti , Double , Boolean )
    [15:17:53]	   в EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.ctqg0m8$a5TbBke9HclibjE(Int32 , t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc , Boolean , wGsrhr2gGET6$rN8T5WDlcfTLaI7isE1Xw7BbuA371Ti , Boolean )
    [15:17:53]	   в EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.Hu0P_IbxUQVhIEDgkuuXwsc(uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0 )
    [15:17:53]	   в EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.zDF$EQ5AUyVGMD8AmQksW6Y(uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0 )
    [15:17:53]	   в uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0.Gwmm6aNpfuNwjt8FaL5zqns(uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0 )
    [15:17:53]	   в uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0.Gwmm6aNpfuNwjt8FaL5zqns(uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0 )
    [15:17:53]	   в GLS8NFHSFqAGKQpAT0Aw4x8oQ682AP6KCYWOkt6PauS6.gA5nTMW5oSNFn5MpZSPGTEY(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag , String , Point3d& )
    [15:17:53]	   в GLS8NFHSFqAGKQpAT0Aw4x8oQ682AP6KCYWOkt6PauS6.SQbKFTQHJA5JS2v$0eLyrn4()
    [15:17:53]	   в GLS8NFHSFqAGKQpAT0Aw4x8oQ682AP6KCYWOkt6PauS6.6CuvUpkAcwHaYa5ZP38UaedsjGfLknXe0$2uur0pruZjN8o6l2KeUVorPJYYN24yKQ.gT2xRAUYioNJspz1Vabv0$Q()
    [15:17:53]	   в 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xRAUYioNJspz1Vabv0$Q()
    [15:17:53]	   в B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1TQFb7TOkw5gQ3ntgHA()
    [15:17:53]	=================================================
    [15:17:53]	Server: OnActorDamaged missionNumber=0 shortName=0_Chief
    [15:17:53]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    [15:17:53]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [15:17:53]	Server: ... damageType=LifeKeeperPartLargeDamage
    [15:17:53]	Server: OnActorDamaged missionNumber=0 shortName=0_Chief
    [15:17:53]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    [15:17:53]	Server: ... initiator is  Actor={0:0_Chief Person=NONAME Player==null Tool=Unknown}
    [15:17:53]	Server: ... damageType=LifeKeeperPartLargeDamage
    [15:17:53]	Server: OnActorDamaged missionNumber=0 shortName=0_Chief
    [15:17:53]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    [15:17:53]	Server: ... initiator is  Actor={0:0_Chief Person=NONAME Player==null Tool=Unknown}
    [15:17:53]	Server: ... damageType=LifeKeeperPartLargeDamage
    [15:17:53]	Server: OnTrigger missionNumber=0 shortName=shipDestroyed active=True
    [15:18:21]	
    [15:18:21]	=================================================
    [15:18:21]	System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
    [15:18:21]	   в ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.WdrjuvwHs846ChpnEpU$N54()
    [15:18:21]	   в ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.bIgze9ZF6xP4yGveB4Ll6Hc()
    [15:18:21]	   в M2ss6$EeIkA8n37LmaHj7f12iwKYrwBKboOrqIzn$HGj.V4_U7WgZBCairvNGpRLc0Gi6BNsOIP5eGfeMqvap$Qg2(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [15:18:21]	   в gVOR2zVEvgk3Q$gozGy1_20.xb6nsHHG2JmajuYUZOFIhQ0(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [15:18:21]	   в TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.iHabz9C467qabtRnh4d8RNE()
    [15:18:21]	   в TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.VK8J1_Bm0F3Wbmg57vr5nFU()
    [15:18:21]	   в TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.iurqtg19bmojIFK2NlyTNS6MHfvrjD$bcEtnc66X$CDg()
    [15:18:21]	   в TkzmJudJyGMgyLqVkzhEUT6Y8h6H_1mA5pixYsgAaprs.NdtVfBFOUo8sBpHhW4o0nPg()
    [15:18:21]	   в 59ZBse9e6oIvxXrFO7BHQx3TZ4KfXIncUkjO18JQpx_9.$R$ZzIaD5BFhTqm7lwXXz18()
    [15:18:21]	=================================================
    [15:18:42]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [15:18:42]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [15:18:42]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [15:18:42]	Server: ... damageType=WeaponLargeDamage
    [15:18:42]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [15:18:42]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [15:18:42]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [15:18:42]	Server: ... damageType=WeaponLargeDamage
    [15:18:42]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [15:18:42]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [15:18:42]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [15:18:42]	Server: ... damageType=LifeKeeperPartLargeDamage
    [15:18:42]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [15:18:42]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [15:18:42]	Server: ... initiator is  Actor={1:1_Chief Person=NONAME Player==null Tool=Unknown}
    [15:18:42]	Server: ... damageType=LifeKeeperPartLargeDamage
    [15:18:42]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [15:18:42]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [15:18:42]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [15:18:42]	Server: ... damageType=WeaponLargeDamage
    [15:19:09]	
    [15:19:09]	=================================================
    [15:19:09]	System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
    [15:19:09]	   в ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.WdrjuvwHs846ChpnEpU$N54()
    [15:19:09]	   в ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2.bIgze9ZF6xP4yGveB4Ll6Hc()
    [15:19:09]	   в M2ss6$EeIkA8n37LmaHj7f12iwKYrwBKboOrqIzn$HGj.fC70ggGT4IcXBQtIqzy$YdKyC9mD21D02AcSIyDYaLOJ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag )
    [15:19:09]	   в gVOR2zVEvgk3Q$gozGy1_20.ppmEoeHmxcnsxsgoqLhbOwQ(B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag , t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc )
    [15:19:09]	   в EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.BFQKFIFy6Qd24cuuxmMy118(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$QHhkDcWrNNwEc , wGsrhr2gGET6$rN8T5WDlcfTLaI7isE1Xw7BbuA371Ti , Double , Boolean )
    [15:19:09]	   в EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3.gT2xRAUYioNJspz1Vabv0$Q()
    [15:19:09]	   в 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xRAUYioNJspz1Vabv0$Q()
    [15:19:09]	   в B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1TQFb7TOkw5gQ3ntgHA()
    [15:19:09]	=================================================
    [15:19:26]	Server: OnActorDestroyed missionNumber=0 shortName=0_Chief_Hull03_D
    [15:19:26]	Server: ... actor=0:0_Chief_Hull03_D
    [15:19:38]	Server: OnActorDestroyed missionNumber=1 shortName=1_Chief_Hull02_D
    [15:19:38]	Server: ... actor=1:1_Chief_Hull02_D
    [15:20:22]	Server: OnActorDestroyed missionNumber=1 shortName=1_Chief
    [15:20:22]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [15:20:41]	Server: The battle ends.
    [10/03/2026 15:20:46]	-------------- END log session -------------
    IDK what are those, exceptions. It seems they are TRIGGER related and happening outside of mission script (inside game core).

    Also, I'm very curious what are those chiefs: 0:0_Chief_Hull03_D and 1:1_Chief_Hull02_D
    PC spec: Intel Core i7 8700K 3.7Ghz, DDR4 32Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), RTX 2060 6Gb
    Monitor: DELL P2717H (1920x1080:60Hz)
    Joystick: Android smartphone MonectPC app (virtual joystick driver)
    Hadtracker: Track IR 4 / No VR

    Enjoy multiplayer historical campaigns with Flying Tin Cans.
    Join us: https://flyingtincans.com —(•)— Discord —(•)— YouTube


  11. Likes ATAG_Lenny, Doctor_Ramble liked this post
  12. #8
    Combat pilot
    Join Date
    Oct 2021
    Posts
    134
    Post Thanks / Like
    Total Downloaded
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    Re: How to get script-spawned ship destruction?

    Quote Originally Posted by FTC_Rostic View Post

    IDK what are those, exceptions. It seems they are TRIGGER related and happening outside of mission script (inside game core).

    Also, I'm very curious what are those chiefs: 0:0_Chief_Hull03_D and 1:1_Chief_Hull02_D


    // ITdaXT1La86cgT6KUTLoRMJxB4dL2aMG19N8vJ3S9qy2
    using maddox.ai;


    // maddox.ai.AIKind
    internal enum AIKind
    {
    AntiAir,
    Airport,
    Ground,
    AnimalGroup
    }

    // maddox.ai.TriggerActionType

    internal enum TriggerActionType
    {
    T_UNKNOWN,
    TTime,
    TGroupDestroyed,
    TGroundDestroyed,
    TPassThrough,
    A_UNKNOWN,
    ASpawnGroup
    }

    // maddox.ai.VehicleName
    internal enum VehicleName
    {
    None,
    Medic,
    Motorcycle,
    ArmoredCar,
    Tractor,
    Car,
    Amphibian,
    SPG,
    Tank,
    Bus,
    LightTruck,
    Truck,
    Trailer,
    Balloon,
    Generator,
    Predictor,
    Radar,
    RadioBeacon,
    RadioBeamProjector,
    EngineWagon,
    FreightWagon,
    PassengerWagon,
    ContainerShort,
    ContainerLong,
    Listener,
    AmmoComposition,
    Hangar_Number_1x1m,
    WeaponsBomb,
    GroundCrew,
    ArtileryBunker,
    RacingSign
    }
    // M2ss6$EeIkA8n37LmaHj7f12iwKYrwBKboOrqIzn$HGj;
    using maddox.ai;
    using maddox.game;
    using maddox.game.world;

    // gVOR2zVEvgk3Q$gozGy1_20;
    using maddox.game;
    using maddox.objects.effects;

    // EjMrfyQhsxWU_H4NmP_CAYIXeUK46d7iqDrl8IJF4Eg3
    using maddox.GP

    // uAr9NRyQLUZBBvLN82CAoE3fKx4U3F$KnfIJCOzzLHC0
    using maddox.core;
    using maddox.GP;
    using maddox.util;

    // GLS8NFHSFqAGKQpAT0Aw4x8oQ682AP6KCYWOkt6PauS6
    using maddox.core;
    using maddox.game;
    using maddox.game.world;
    using maddox.GP;
    using maddox.util;

    // 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S
    using System;
    using System.Collections;

    // B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1 TQFb7TOkw5gQ3ntgHA()
    using System;
    Last edited by GANIX; Mar-10-2026 at 10:01.

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  14. #9
    Veteran Combat pilot FTC_Rostic's Avatar
    Join Date
    Nov 2023
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    Re: How to get script-spawned ship destruction?

    Ok. I kinda solved issue you got.

    See final solution in the very end.

    Old solution with multiple mission files...
    Spoiler: 
    ... for mission to work like you originally planned requires it to be split on three mission files.
    First one is main mission file without ships but with single trigger "pass through" type. It will trigger load of medium tank mission.
    Second file with medium tanker and its destruction trigger. When that happens mission script will load third file.
    Third file contain corvette and its destruction trigger.
    To avoid second and third files appear in missions list I renamed those from .mis file type to .txt. Also I removed from those useless sections. But when you create sub-missions in FMB you can load those by script as is without deleting anything.

    So, here is archive. There are FIVE missions!
    https://drive.google.com/file/d/1q8P...usp=drive_link

    1) !ramble - this is mission where I tried to make corvette destruction trigger to work but it is NOT. It has a lot of of debug info written to log file and game chat.
    2) !ramble2 - this is mission where I realized I need to move corvette to sub-mission file without "/SpawnFromScript 1" flag. This mission script also has a lot of of debug info written to log file and game chat.
    3) !ramble3 - same as !ramble2 but all the bullshit removed. I only left must have exceptions logging functions just in case.
    4) !ramble4 - PRE final version where everything done as you originally planned. But it is split on three section files. Only must have exceptions logging functions present in script.

    P.S.: If you play first mission "!ramble" you may notice that you can detect ship destroyed in OnActorDead event:
    Code:
    ...
    [17:44:12]	Server: OnActorDead actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1 damages: score=0.4,  score=0.7, 
    ...
    [17:45:13]	Server: OnActorDead actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette damages: score=0.2,  score=1.1, 
    ...
    FULL LOG:
    Spoiler: 
    Code:
    ------------ BEGIN log session [2026-03-10 17:42:07] -------------
    [17:42:12]	INI: HotKey 'vJoy_Device-14B51D1+Key0' is unknown
    [17:42:30]	Loading mission C:\Users\Rostic\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\test\!ramble.mis ...
    [17:42:30]	Load landscape...
    [17:42:32]	Load static objects...
    [17:42:33]	Server: FTC_Rostic will fly for the Blue forces.
    [17:42:34]	Mission loaded. time = 4.154
    [17:42:35]	Battle starting...[17:42:35]	Server: Battle begins!
    [17:42:35]	ok
    [17:42:38]	Server: OnTrigger missionNumber=0 shortName=spawnShip active=True
    [17:44:12]	Server: OnActorDamaged missionNumber=0 shortName=0_Chief
    [17:44:12]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    [17:44:12]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [17:44:12]	Server: ... damageType=LifeKeeperPartLargeDamage
    [17:44:12]	Server: OnActorDamaged missionNumber=0 shortName=0_Chief
    [17:44:12]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    [17:44:12]	Server: ... initiator is  Actor={0:0_Chief Person=NONAME Player==null Tool=Unknown}
    [17:44:12]	Server: ... damageType=LifeKeeperPartLargeDamage
    [17:44:12]	Server: OnActorDamaged missionNumber=0 shortName=0_Chief
    [17:44:12]	Server: ... actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1
    [17:44:12]	Server: ... initiator is  Actor={0:0_Chief Person=NONAME Player==null Tool=Unknown}
    [17:44:12]	Server: ... damageType=LifeKeeperPartLargeDamage
    [17:44:12]	Server: OnTrigger missionNumber=0 shortName=shipDestroyed active=True
    [17:44:12]	Server: OnActorDead actor=0:0_Chief InternalTypeName=bob:ShipUnit.Tanker_Medium1 damages: score=0.4,  score=0.7, 
    [17:44:12]	Server: FTC_Rostic in a Bf 110 C-7 (18 +) destroyed British Tanker.
    [17:44:55]	Server: FTC_Rostic crash landed.
    [17:44:58]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [17:44:58]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [17:44:58]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [17:44:58]	Server: ... damageType=WeaponLargeDamage
    [17:44:58]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [17:44:58]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [17:44:58]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [17:44:58]	Server: ... damageType=LifeKeeperPartLargeDamage
    [17:44:58]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [17:44:58]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [17:44:58]	Server: ... initiator is  Actor={1:1_Chief Person=NONAME Player==null Tool=Unknown}
    [17:44:58]	Server: ... damageType=LifeKeeperPartLargeDamage
    [17:44:58]	Server: OnActorDamaged missionNumber=1 shortName=1_Chief
    [17:44:58]	Server: ... actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette
    [17:44:58]	Server: ... initiator is  Actor={0:BoB_LW_LG2_I.000 Person=_human(0).0:BoB_LW_LG2_I.000 Player=FTC_Rostic Tool=Ordance}
    [17:44:58]	Server: ... damageType=WeaponLargeDamage
    [17:45:13]	Server: OnActorDead actor=1:1_Chief InternalTypeName=bob:ShipUnit.HMS_Flowers_Corvette damages: score=0.2,  score=1.1, 
    [17:45:13]	Server: HMS_Flowers_Corvette goes down thanks to FTC_Rostic’s Bf 110 C-7 (18 +).
    [17:45:31]	Server: OnActorDestroyed missionNumber=0 shortName=0_Chief_Hull03_D
    [17:45:31]	Server: ... actor=0:0_Chief_Hull03_D
    [17:45:32]	Server: OnActorDestroyed missionNumber=1 shortName=1_Chief_Hull02_D
    [17:45:32]	Server: ... actor=1:1_Chief_Hull02_D
    [17:45:47]	Server: The battle ends.
    [10/03/2026 17:45:52]	-------------- END log session -------------


    P.P.S.:
    Well, stupid me. You can have it all in one mis file.
    5) !ramble5 - this is final version where everything done as you originally planned WITHIN SINGLE MISSION FILE. Only must have exceptions logging functions present in script.
    Basically there is one trigger that fires up on pass through. Also there are two actions: spawn medium tanker and spawn corvette. Destruction detected in OnActorDead.
    Last edited by FTC_Rostic; Mar-10-2026 at 16:12.
    PC spec: Intel Core i7 8700K 3.7Ghz, DDR4 32Gb 2666Mhz, Asus Prime Z370-A, ADATA XPG SX8200 240Gb (PCIe Gen3x4), RTX 2060 6Gb
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  16. #10
    Novice Pilot Doctor_Ramble's Avatar
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    Re: How to get script-spawned ship destruction?

    Thank you so much Rostic!
    I was easily able to incorporate this into my mission and it works fabulously!
    The mission, intended for a multiplayer server, was complete - save targets for the bombers. Now that I can detect if a ship has been destroyed, I can indefinitely spawn in ships for the bombers.

    Thank you very much for your time and help!

    Cheers,
    Ramble
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