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Author Topic: If Then  (Read 455 times)

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Totibbs

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If Then
« on: 04 May 2003, 16:10:31 »
If a Shilka is destroyed, then a fire pitch must lite up.

how?

Its an easy question I suppose but I was out the scene for 8 months so I must get into it again.
I tried and tried for 2 days, but still no result.

If I know how this works, I hope my skills will come back verry soon...  ;D

Offline macguba

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Re:If Then
« Reply #1 on: 04 May 2003, 16:23:12 »
You need a trigger:

Condition:   (not (canMove Shilka1) and (not (canFire Shilka1))
On activation:   fire1 inflame true

Or if its to go in a script:

? (not (canMove Shilka1) and (not (canFire Shilka1)): fire1 inflame true

syntax not guaranteed.   Welcome back!
Plenty of reviewed ArmA missions for you to play

Ace

  • Guest
Re:If Then
« Reply #2 on: 04 May 2003, 16:51:13 »
or just :
Condition:  not alive shilka
On activation:  fire1 inflame true

Offline macguba

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Re:If Then
« Reply #3 on: 04 May 2003, 16:55:26 »
Ace is of course correct.   However, I've had problems with using not alive for vehicles - they can fool you by looking destroyed when they are not.    More than once I've only made a mission finish by going around the battlefield and slugging one more LAW into every blackened tank.

Which is why I prefer my solution.    You can of course add to it that the crew must be dead.  

Another alternative is:-

Condition:   getdammage Shilka1 >= 0.9
On activation:   Shilka1 setdammage 1; fire1 inflame true
Plenty of reviewed ArmA missions for you to play

Ace

  • Guest
Re:If Then
« Reply #4 on: 04 May 2003, 17:08:36 »
I personally have never experienced that problem. or even heard of it.

But now i realise that it does exist, Macguba's solution may be a safer option.
Especially if this mission is going to be used for anythung under 1.75