Home   Help Search Login Register  

Author Topic: Not Alive detection  (Read 900 times)

0 Members and 1 Guest are viewing this topic.

NASFMike

  • Guest
Not Alive detection
« on: 07 Dec 2002, 01:22:13 »
anyone remember that script line to put in a trigger to detect a killed unit ...notalive something like that.

seanver

  • Guest
Re:Not Alive detection
« Reply #1 on: 07 Dec 2002, 01:45:53 »
!(alive unit).  NOT (alive unit) may be possible too, but I always use the first on e.

Offline Chris Death

  • Former Staff
  • ****
  • Finally Death's gonna get ya
    • OFPEC
Re:Not Alive detection
« Reply #2 on: 07 Dec 2002, 01:57:17 »
And just to bring you up some alternatives;

trigger:

activation: none/repeatedly
condition: alive unit
ondeactivation: whatever u want

This is the same, as when using
condition: not (alive unit)
onActivation: whatever u want

Then there is: not (canmove unit)

and then you can check the health of a unit
getdammage unit >= 0.99
:note - checking for the damage, might not work properly,
but that's because of OFP's calcualtion (just wanna let you
know, that the feature is available).

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted