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OnEntityLeave vs. OnEntityKill


Dr.D.Bug
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I want to inform the players, that the Patrolheli was killed or the Patrolheli has leaved the island. Sounds easy ... but in this case i always got the information that the Heli was killed although it just leaves the island... pls. help!
 

void Broadcast(string msg, params object[] args)
{
    PrintToChat(msg, args);
}

void OnEntityLeave(TriggerBase trigger, BaseEntity entity)
{
    if (entity is BaseHelicopter)
    {
        Broadcast("Patrolheli leaves.");
    }
}

void OnEntityKill(BaseNetworkable entity)
{
    if (entity is BaseHelicopter)
    {
        Broadcast("Patrolheli was killed.");
    }
}

 

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The OnEntityLeave hook isn't called for PatrolHelicopterAI but there is a similar hook called OnHelicopterRetire if you only want it to be called when it leaves on its own. That hook will not be called if it's destroyed or ent killed. If you want to trigger for that AND when it leaves then use OnEntityKill.

Example:

        void OnHelicopterRetire(HelicopterAI helicopter)
        {
            // Do your thing. Change to object if you want to override internal method
        }

Internal method:

    public void Retire()
    {
        if (this.isRetiring)
        {
            return;
        }
        if (Interface.CallHook("OnHelicopterRetire", this) != null)
        {
            return;
        }
        this.isRetiring = true;
        base.Invoke(new Action(this.DestroyMe), 240f);
        float size = TerrainMeta.Size.x;
        float single = 200f;
        Vector3 vector3 = Vector3Ex.Range(-1f, 1f);
        vector3.y = 0f;
        vector3.Normalize();
        vector3 = vector3 * (size * 20f);
        vector3.y = single;
        this.ExitCurrentState();
        this.State_Move_Enter(vector3);
    }
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