OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: tonnerheim on 05 Jul 2003, 12:27:29
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Here we go, a new radio question...
What do I do to make a trigger detect if player or player group has radio?
If I then want radio messeges to show up as text during the mission as long as the radio is in the group?
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Well, if the radio is a NAMED 'weapon', then you can use this command :
YerName hasWeapon "WeaponName"
as condition... :) Or :
"_x hasWeapon ""WeaponName"" " foreach YourGroup
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tombygot syntax prob :noo: :tomato: :moon:
"_x hasWeapon ""WeaponName"" " foreach YourGroup
shud b
"_x hasWeapon ""WeaponName""" count YourGroup > 0
nd yourgroup shud wpork only if u put in da init of leader (or ny oder unit)
YourGroup = units (group this)
or if u prefer 2 use
YourGroup = (group this)
den da condition shud b
"_x hasWeapon ""WeaponName""" count units YourGroup > 0
:booty: :beat:
:cheers:
LCD OUT
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OK.
I named my group to Alpha = group this, in the Init of the leader...
Then I put the "_x hasWeapon ""WeaponName""" count units Alpha> 0, in the condition field of the trigger.... And I have put the name of the radio in the ""weaponName"" slot...BUT!! Still no message? IÂ'm missing something....
Can someone please write an example of this?
Ex; When enemy units (east) reach a scertain point There will be an sideChat messsage that says "Enemy has reached XXXX" . But this message will be seen ONLY if the player or someone in the palyers group have the radio.
Thanks for the help guys...
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put east present triger dere
sidechat on activision of da triger
condition 4 triger wil b
this and "_x hasWeapon ""WeaponName""" count (units alpha) > 0
LCD OUT
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Alright..
And in the "on activation", Papabear sideChat "enemy is in XXX"
Does it matter if I have "Switch" or "none" in the {type} of trigger?
Sorry for all the questions..... ::)
Edit; The 0 is it that the player has the weapon? And a 1 would be has not weapon?
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Alright..
And in the "on activation", Papabear sideChat "enemy is in XXX"
yes
Does it matter if I have "Switch" or "none" in the {type} of trigger?
no
Edit; The 0 is it that the player has the weapon? And a 1 would be has not weapon?
fda count command just counts how meny ppl in da group have da weapon so if som1 in da group have da weapon it wil b biger dan 0
if u want 2 of em 2 have it shud b biger dan 1
etc..
if u want condition 4no1 w have - itll b smaler dan 1
LCD OUT