OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: PPoS on 08 Apr 2009, 17:26:34

Title: not alive ID ?
Post by: PPoS on 08 Apr 2009, 17:26:34
Is it possible to use the ID of a placed object on a map in the command "not alive" ?
For example; not alive (ID number of object).

Or is there any other way of doing this ?

Thanks
Title: Re: not alive ID ?
Post by: zwobot on 08 Apr 2009, 19:53:12
Yes it works like this:
Code: [Select]
not alive object 1234where 1234 is the ID of the object as seen in the editor. The next question would be if every island object can be destroyed by players... What do you need this for?
Title: Re: not alive ID ?
Post by: PPoS on 08 Apr 2009, 20:24:56
Thx ! Hasn't got any time to test it yet.

I'm using it for a mission with Lost Brothers mod; you are part of an Israeli engineer team that is tasked with blowing up a building on the Sinai map.
Title: Re: not alive ID ?
Post by: zwobot on 09 Apr 2009, 08:21:29
Ah okay. Then you should also test if the building is destructable. It could be that it isn't. Then your solution could be to place another object just below this building with this setPos [getPos object 123 select 0, getPos object 123 select 1, -1] and in your trigger or whatever check if this object is destroyed instead.
Title: Re: not alive ID ?
Post by: NightJay0044 on 09 Apr 2009, 08:42:05
Hi, Yeah I had the same question but with Armed Assault Editing.

If you ever have that question with Armed Assault Check the thread out below.

click here (http://www.ofpec.com/forum/index.php?topic=33158.0)

2nd post is the code.  Future reference sake.   :)