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Author Topic: NearestBuilding problem  (Read 454 times)

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schultz187

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NearestBuilding problem
« on: 21 Mar 2003, 17:16:37 »
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:
Code: [Select]
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

schultz187

  • Guest
Re:NearestBuilding problem
« Reply #1 on: 21 Mar 2003, 17:22:09 »
Shit, I'm too drunk..... :o

Of course the code is
Code: [Select]
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

Offline macguba

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Re:NearestBuilding problem
« Reply #2 on: 21 Mar 2003, 18:41:40 »
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.
Plenty of reviewed ArmA missions for you to play

schultz187

  • Guest
Re:NearestBuilding problem
« Reply #3 on: 22 Mar 2003, 04:48:37 »
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

Sol Fire

  • Guest
Re:NearestBuilding problem
« Reply #4 on: 22 Mar 2003, 04:53:46 »
Cam Create a few more satchel? how i wouldnt know