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Author Topic: timed fuse  (Read 1345 times)

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Offline Tobbs

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timed fuse
« on: 19 Feb 2010, 16:06:29 »
Hi. I'm making a script that will detonate a projectile after a given ammount of time. I've successfully used eventhandler "fired" to catch a projectile and then vehiclecreate'd a bomb to the coords of the projectile after the time elapsed.

Problem is that this seems to work well for slow projectiles but not so for fast ones (>1500m/s)

I'm guessing the shell leaves the 50m range of "nearestObject" before the script has time to catch it.

Anyone of you olde' scripthogs got any ideas?

Offline h-

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Re: timed fuse
« Reply #1 on: 19 Feb 2010, 16:46:56 »
Catch the bullet "in" the eventhandler, not in the script it executes

For example:
Code: [Select]
unit addEventHandler ["fired",{(nearestObject [_this select 4,_this select 0]) execVM "script.sqf"}] :dunno:
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