Well, deleteVehicle is a global effect so that means every change that is run with these commands (like setDamage) will be automatically broadcast across all machines, including JIP clients. When client connects to the server, his machine asks the server for all object states, all publicVariabled variables and possibly other stuff and the server sends the latest informations of the object that is known so you can see it properly in the game. So when you connect to the server after the command is run, for you the object will also be deleted.
I believe to properly target the trigger you should use thisTrigger as this refers to the condition of the trigger.
deleteVehicle thisTrigger;
This will be probably the most efficient way to handle that 🙂.
Download, Mission briefing, loadout, and more:
https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355
Languages supported:
English and Portuguese.
This mission AI was dynamically built by CSWR:
Cheers,
thy_
@soldierXXXX Thanks for your warm welcome, and detailed response.
I suppose a simple:
deleteVehicle this;
... at the end of the On Activation field in the trigger itself won't suffice here? The trigger will still be respawned locally for the JIP player?
Download, Mission briefing, loadout, and more:
https://steamcommunity.com/sharedfiles/filedetails/?id=3106408748
Languages supported:
English and Portuguese.
This mission AI was dynamically built by CSWR:
Cheers,
thy_