In a mission I'm working on I've set it up so that 4 IR strobes in the shape of a square mark the LZ for units high above the ground if they look through their NVGs. Now, since this is in enemy territory and the enemy could easily have NVGs themselves, the guy who set them up will want to get rid of them at the earliest convenience. Here's what I did to create them:
strobe1 = "IRStrobe" createVehicle getMarkerPos "IR1";
strobe2 = "IRStrobe" createVehicle getMarkerPos "IR2";
strobe3 = "IRStrobe" createVehicle getMarkerPos "IR3";
strobe4 = "IRStrobe" createVehicle getMarkerPos "IR4";
And when I want him to walk around and look like he's actually removing them himself, I use this script called when he reaches each waypoint:
_taker = _this select 0;
_strobe = _this select 1;
_taker disableAI "ANIM";
_taker disableAI "MOVE";
_taker playMove "AmovPercMstpSlowWrflDnon_gear";
waitUntil {animationState _taker == "AmovPercMstpSlowWrflDnon_gear"};
sleep 1;
//deleteVehicle _strobe;
_strobe setDamage 1;
_taker enableAI "ANIM";
_taker enableAI "MOVE";
And is called by:
null = [<unit name>, <strobe name>] execVM "takeIRStrobe.sqf";
I've double and triple checked to see that the way I'm calling the script is correct, and no errors appear as a result of running the script. The issue is that the IR strobe won't go away no matter if I use deleteVehicle or setDamage. The blinking light always remains.
So basically, I'm wondering if anyone has any idea how you're supposed to get rid of them? Or do you figure BIS hasn't really taken into account the idea of getting rid of them? If that's the case I'll probably create a ticket about it on the CIT.
Thanks in advance!