OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: pazuzu on 14 Jan 2006, 07:59:19

Title: Detect deactivated mine
Post by: pazuzu on 14 Jan 2006, 07:59:19
I'm making a mission and I want one objective to be the deactivation of mines by the players (These are standard mines for armor).

My question is how do I detect if mines are deactivated?

I want to use this as condition in trigger to make objective "done"

I posted here because this is an MP mission and it's for a dedi server.

Thanks.
Title: Re:Detect deactivated mine
Post by: RujiK on 14 Jan 2006, 22:50:50
have you tried
?(isnull mine_name):Hint"Its gone!" Or try
not alive mine_name

Thats the first thing that comes to mind however not tested.
Title: Re:Detect deactivated mine
Post by: pazuzu on 15 Jan 2006, 06:01:05
Thanks I'll give it a try...
Title: Re:Detect deactivated mine
Post by: pazuzu on 15 Jan 2006, 06:44:16
Nope doesn't work.

I found some posts here with a search and It looks like they just cant be treated like regular objects in that they dont respond to most commands...

Thanks anyway.
Title: Re:Detect deactivated mine
Post by: Terox on 15 Jan 2006, 20:08:32
correct

Mines placed by the editor cannot be setpossed, deleted etc

hint format ["M1 = %1",_typeof M1"]  will simply return "Obj"

weapons M1  will return "array"

as will magazines M1.

I've tried various approaches to try and help you, all to no avail

What you might try to do, is use something that looks similar to a mine, place a trigger near it to setdammage 1, or create satchel, setdammage 1, if a typeof tank passes by the trigger

and also add some actions to the mine look alike to give it the disarm actions etc. scripting your desired monitoring system into the addaction script