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Author Topic: Trigger (thislist)  (Read 1402 times)

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24Gamer

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Trigger (thislist)
« on: 14 Jun 2004, 20:12:48 »
I have a trigger thatis the size of the map area, and when it is activated i have
Hint Format ["%1", thislist select 1]
as the On activation code, yet i get an error. im trying to make a script to clear the bodies once the trigger is activated yet it im having problems with the array :-/ (count = 0) anyone know why?

Offline Artak

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Re:Trigger (thislist)
« Reply #1 on: 14 Jun 2004, 20:24:48 »
what's the activation side of the trigger? A trigger takes in it's 'list' only the units which are of the same side as the side that's set in the trigger options.
Not all is lost.

24Gamer

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Re:Trigger (thislist)
« Reply #2 on: 14 Jun 2004, 21:11:18 »
the map is capture the flag and the activation is (East Not present) this and EFlagTaken

24Gamer

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Re:Trigger (thislist)
« Reply #3 on: 14 Jun 2004, 21:12:30 »
or even better would be if you could guide me on how to make a script to clear all the bodies when it is run (with a trigger etc.)

Offline macguba

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Re:Trigger (thislist)
« Reply #4 on: 14 Jun 2004, 21:21:44 »
I have a feeling there is a delete dead bodies script/tutorial in the Ed Depot.
Plenty of reviewed ArmA missions for you to play

24Gamer

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Re:Trigger (thislist)
« Reply #5 on: 14 Jun 2004, 21:28:56 »
yeah i found one but it deletes the unit after it dies, i want to make a script that deletes all the units when a trigger is activated
« Last Edit: 14 Jun 2004, 21:31:12 by 24Gamer »

Offline Blanco

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Re:Trigger (thislist)
« Reply #6 on: 14 Jun 2004, 21:37:22 »
Put this in the onactivation of your trigger :

Code: [Select]
"deletevehicle _x" foreach thislist
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24Gamer

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Re:Trigger (thislist)
« Reply #7 on: 14 Jun 2004, 21:56:57 »
wouldn't that delete everything? even things that aren't dead  :P

Offline Blanco

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Re:Trigger (thislist)
« Reply #8 on: 14 Jun 2004, 22:13:56 »
yes, it depends what's in the condition of you trigger.

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blitzer

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Re:Trigger (thislist)
« Reply #9 on: 15 Jun 2004, 13:42:20 »
LOL 24 your here too:P

Well i dont know shit yet but has this info all have to be put in description.ext

if thats the case editting is fucking funny  :D

24Gamer

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Re:Trigger (thislist)
« Reply #10 on: 15 Jun 2004, 15:47:48 »
LOL 24 your here too:P

Well i dont know sh*t yet but has this info all have to be put in description.ext

if thats the case editting is f**king funny  :D

erm, lol  :P

Offline dalton

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Re:Trigger (thislist)
« Reply #11 on: 15 Jun 2004, 21:56:32 »
blitz, not everything goes into the description.ext...


o and for the deletebody thing, you could also make a script:

_body= this select 0

#loop
(not alive) body: deletevehicle body
~20


correct me if im wrong
"freedom aint free"

Offline Artak

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Re:Trigger (thislist)
« Reply #12 on: 15 Jun 2004, 22:32:05 »
_body = _this select 0

#loop
?!alive _body: deletevehicle _body; exit
~20
goto "loop"

 :)
« Last Edit: 15 Jun 2004, 22:34:33 by Artak »
Not all is lost.

24Gamer

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Re:Trigger (thislist)
« Reply #13 on: 16 Jun 2004, 15:40:38 »
what calls the script?

Offline Blanco

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Re:Trigger (thislist)
« Reply #14 on: 16 Jun 2004, 15:58:09 »
[name-of-the-unit-that-has-to-disappear-when-it's-dead] exec "whateveryouwant.sqs"

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24Gamer

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Re:Trigger (thislist)
« Reply #15 on: 16 Jun 2004, 15:59:37 »
yeah, still that aint what im trying to achieve but thanks for the help

Offline Blanco

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Re:Trigger (thislist)
« Reply #16 on: 16 Jun 2004, 16:13:42 »
ok, try this, untested

execute it with [thislist] exec "deletebodies.sqs" in the on activation of your trigger ACTIVATED,ONCE by the side you want.

Code: [Select]
;deletebodies.sqs
; only men will be deleted!
_list = _this select 0

_i = 0

#loop
_body = _list select _i
?"man" countype [_body] > 0 && !alive _body : deletevehicle _body
_i = _i + 1
?_i < count _list : goto "loop"

exit
« Last Edit: 16 Jun 2004, 16:18:21 by Blanco »
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