OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: schultz187 on 21 Mar 2003, 17:16:37
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Hi, everyone!
Primary question: There is a Radio Tower that I want to destroy. It takes about 10 satchels to destroy it so I thought 4 is really enough. There's a trigger named trigger1 that is placed on the tower. Two Spetznaz soldiers put 4 satchel charges at the getpos trigget1. Now, I got a script that goes like this:
tower = nearestbuilding trigger1
if (getdammage trigger1> 0.1) tower setdammage 1
The ID of the buildin that is returned is the small building 100 meters away from the tower (not the tower itself). Am I doing anything wrong or is there a way to avoid this problem. I really need toat tower destroyed, otherwise the choppers won't come ;D
Thanx anyway
Schultz
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Shit, I'm too drunk..... :o
Of course the code is
tower = NearestBuilding trigger1
?(getdammage tower > 0.1) tower setdammage 1
And the secondaru question:
When the SpetzNaz attacks the enemy base, I have a trigger that has an effect Trigger = Alarm . how do I turn it off after a couple of minutes??
TIA
Schultz
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Dunno about the nearest builiding problem. Presumably everything works fine if you try it with another building, the problem is just identifying this building, yes?
I don't know if this is possible, but if you could detect satchels going off you could do it that way instead.
Happily, I can help with the alarm. Make a seperate trigger that has the alarm sound, but does nothing else. Set it to Repeatedly
Condition: alarmOn
Use the variable alarmOn to contro the effect: when the variable is true, the alarm will sound. When it's false, it will not.
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Thanx man, one problem solved!
Well, it's not a problem to detect the blow, the problem is to get the handle of that building so I could do more damage to it.
Hope, I'll get some more help on that issue
Schultz
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Cam Create a few more satchel? how i wouldnt know