diff --git a/game/missiongenerator/tgogenerator.py b/game/missiongenerator/tgogenerator.py index a01f33e1..df75b892 100644 --- a/game/missiongenerator/tgogenerator.py +++ b/game/missiongenerator/tgogenerator.py @@ -39,7 +39,7 @@ from dcs.task import ( OptAlarmState, ) from dcs.translation import String -from dcs.triggers import Event, TriggerOnce, TriggerStart, TriggerZone +from dcs.triggers import Event, TriggerOnce, TriggerStart, TriggerZone, TriggerZoneQuadPoint from dcs.unit import Unit, InvisibleFARP, BaseFARP, SingleHeliPad, FARP from dcs.unitgroup import MovingGroup, ShipGroup, StaticGroup, VehicleGroup from dcs.unittype import ShipType, VehicleType @@ -405,14 +405,24 @@ class GroundObjectGenerator: # is minimized. As long as the triggerzone is over the scenery object, we're ok. smallest_valid_radius = feet(16).meters - trigger_zone = self.m.triggers.add_triggerzone( - scenery.zone.position, - smallest_valid_radius, - scenery.zone.hidden, - scenery.zone.name, - color, - scenery.zone.properties, - ) + if isinstance(scenery.zone, TriggerZoneQuadPoint): + trigger_zone = self.m.triggers.add_triggerzone_quad( + scenery.zone.position, + scenery.zone.verticies, + scenery.zone.hidden, + scenery.zone.name, + color, + scenery.zone.properties, + ) + else: + trigger_zone = self.m.triggers.add_triggerzone( + scenery.zone.position, + smallest_valid_radius, + scenery.zone.hidden, + scenery.zone.name, + color, + scenery.zone.properties, + ) # DCS only visually shows a scenery object is dead when # this trigger rule is applied. Otherwise you can kill a # structure twice.