OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: Praetorian on 15 Feb 2003, 22:18:27

Title: Heli respawn and auto destruct
Post by: Praetorian on 15 Feb 2003, 22:18:27
I have an auto destruct script that destroys my helicopters 5 mins after someone gets in. The problem is that after the helo respawns the script will not work any more (the helo will no longer blow up after 5 mins). Can anyone help me? This is the init line of the chopper:

[EastAir, EastAirSpawn, 0, "Mi17"] exec ""vrespawn.sqs""; [this, this] exec "destruct.sqs";
Title: Re:Heli respawn and auto destruct
Post by: Coyote @ rage on 16 Feb 2003, 17:28:25
Can You give the script?
If the script obviously runs only once and doesnÂ't again after respawn, maybe you oughta try a trigger
- Repeatedly
- Condition: alive heli
- on Act:  The init line of your chopper, exchange all "this" for the name of the chopper.
and leave the init-fields of the chopper blank.
Should be one trigger for each chopper and mybe setting a few seconds time delay couldnÂ't hurt, in case the heli canÂ't take that commands right after itÂ's respawned.

I canÂ't confirm this, but I think init-fields are not "respawned". I had a lot of similar problems with addactions in init fields.

Coyote