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Author Topic: Actions and Mines  (Read 866 times)

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Offline Gadjuka

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    • Operation Flashpoint: Commander
Actions and Mines
« on: 30 May 2003, 20:22:16 »
Hi! I've got 2 questions:

1. When you enter a vehicle, all the 'user actions' (added w addAction) disappears. How do you prevent this from happening?

2. You can plant tank mines, but is there a way to make 'em able to disarm?
Currently working on Operation Flashpoint: Commander.
Website: http://www.nordserver.se/commander/

deaddog

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Re:Actions and Mines
« Reply #1 on: 30 May 2003, 20:29:48 »
1.  I believe you have to add the same action to the vehicle the player is in.


2.  Without a script, only an engineer unit can disarm a mine.  If you make the player an engineer, you can disable tank mines.

Hope that helps.  :)

Offline Gadjuka

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    • Operation Flashpoint: Commander
Re:Actions and Mines
« Reply #2 on: 31 May 2003, 12:11:20 »
The problem is that I don't know which vehicle the player is going to enter and the command 'vehicle unit' doesn't seem to work when I got the unit from an array created with 'list' on a trigger.
(vehicle unit == unit) is true whether the unit is in a vehicle or not!
Does anyone know something about this problem?
Currently working on Operation Flashpoint: Commander.
Website: http://www.nordserver.se/commander/

Offline macguba

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Re:Actions and Mines
« Reply #3 on: 31 May 2003, 14:14:57 »
"? loon1 in _x: _x addaction etc" forEach [vehicle array]

I made up the syntax, so I doubt it will work.   Still, it might provoke an idea that will work.     And you never know.

I've had problems with the vehicle command too.
Plenty of reviewed ArmA missions for you to play