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Author Topic: Simple questions for you good script boy!  (Read 4942 times)

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Offline LCD

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Re:Simple questions for you good script boy!
« Reply #30 on: 29 Sep 2002, 16:43:55 »
:toocool:

of course it worked i did it  ::)

u know wat buy me an icecream  ;D

mods dis thread need solvin ;)  ;D
LCD OUT
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Mike

  • Guest
Re:Simple questions for you good script boy!
« Reply #31 on: 30 Sep 2002, 10:50:25 »
to make him fall when dead make a trigger for each surrendering unit like the following:

Condition:  !alive unitname

On Activation:  unitname switchmove "null"

So when the unit is dead.. it will return to normal effects and fall dead  :cheers:

You could also make the Condition:

getdammage unitname > .5

So when he is half dead hes not standing there taking a few bullets to the knee caps and he will return to normal stance before hes dead..


(doh someone allready answered, I didnt see page 2, 3...)
« Last Edit: 30 Sep 2002, 10:58:53 by Mike »

silent1

  • Guest
Re:Simple questions for you good script boy!
« Reply #32 on: 30 Sep 2002, 19:38:08 »
Just adding something - on the first page you said something about putting the unit's name who is the captive in a script.

    You don't need to do this. Instead, put:

              _Unit = _this select 0

    At the beginning of the script, and then put:

              _Unit switchmove FXStand SurUniv

    Where you want it. Then, in a trigger put:
 
               [captivename] exec "scriptname"

     This is useful in case you want to use the script again, and whether you would like other people to use it, when they will (eventually) unzip your mission!