Home
Intel Depot
Editors Depot
Missions Depot
Addons Depot
Forum
Home
Help
Search
Login
Register
OFPEC Forum
»
Editors Depot - Mission Editing and Scripting
»
OFP - Editing/Scripting General
(Moderators:
h-
,
savedbygrace
,
Gruntage
) »
teleport units
« previous
next »
Send this topic
Print
Pages: [
1
]
Go Down
Author
Topic: teleport units (Read 946 times)
0 Members and 1 Guest are viewing this topic.
CooK
Guest
teleport units
«
on:
24 Oct 2002, 11:11:30 »
ok, say a unit went into a trigger, a civilian is telported into a marker. HOw to do this? (havent done this in so long, sorry to ask)
-=+CooK+=-
Logged
david-p
Guest
Re:teleport units
«
Reply #1 on:
24 Oct 2002, 12:54:56 »
the trigger activated by the unit(s) type, repeatedly.
in the onac [thislist select 0] exec "port.sqs"
the port.sqs is simply
_dude = _this select 0
_dude setpos getpos marker1
exit
that should do the trick ;D
«
Last Edit: 24 Oct 2002, 12:55:30 by david-p
»
Logged
Jahve
Former Staff
Re:teleport units
«
Reply #2 on:
24 Oct 2002, 13:23:29 »
even better... make a second script that has only the following line in it
[thislist select 0] exec "port.sqs"
this script you could call 'callport.sqs'
make a trigger that says
playername addaction ["Teleport","callport.sqs"]
b shure to have on repeatdely activation.
Now you should have this in your action menu
Logged
david-p
Guest
Re:teleport units
«
Reply #3 on:
24 Oct 2002, 15:28:08 »
yup, nice one
Logged
CooK
Guest
Re:teleport units
«
Reply #4 on:
25 Oct 2002, 10:26:52 »
sorry, but when i do this, it says _dude = select 0 : expected object: array error (something close to that) whats up?
Logged
Send this topic
Print
Pages: [
1
]
Go Up
« previous
next »
OFPEC Forum
»
Editors Depot - Mission Editing and Scripting
»
OFP - Editing/Scripting General
(Moderators:
h-
,
savedbygrace
,
Gruntage
) »
teleport units
Top of page