Home   Help Search Login Register  

Author Topic: Hiding triggers until certain conditions are met  (Read 496 times)

0 Members and 1 Guest are viewing this topic.

bobthedinosaur

  • Guest
Hiding triggers until certain conditions are met
« on: 15 Jan 2004, 21:25:16 »
you know how you can make a trigger go off using the radio Alpha or beta or whatever command?

well i have two radio commands i wan't to use but one must only become available (in the player's radio box/screen) when certain conditions have been met like say a chopper has been filled with some infantry
the player looks in his radio menu and sees a new command "order choppers to launch"

how can i do this?

thanx

m21man

  • Guest
Re:Hiding triggers until certain conditions are met
« Reply #1 on: 15 Jan 2004, 21:27:45 »
In the init.sqs:
Code: [Select]
"1" setradiomsg "null".
Now when you want the message to become available, you can put:
Code: [Select]
"1" setradiomsg "Choppers - Take Off".
« Last Edit: 15 Jan 2004, 21:28:37 by m21man »

bobthedinosaur

  • Guest
Re:Hiding triggers until certain conditions are met
« Reply #2 on: 15 Jan 2004, 22:06:02 »
In the init.sqs:
Code: [Select]
"1" setradiomsg "null".

i tried putting that in my init.sqs in my mission folder but i get the error "error type string, expected number" when i play the mission

i'm very new to scripting so be gentle if you're gonna tell me to use external scripts and stuff

what does the "1" stand for in that line of code?

Offline icarus_uk

  • Members
  • *
  • LiarLiarPants Inflame True
    • [furryclan]
Re:Hiding triggers until certain conditions are met
« Reply #3 on: 15 Jan 2004, 22:19:30 »
The 1 stands for the Alpha channel in the radio.  Bravo is 2, Charlie is 3 etc.

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Hiding triggers until certain conditions are met
« Reply #4 on: 15 Jan 2004, 22:29:57 »
I bet 4 is "Dana" then  :)