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Author Topic: Detect Alive Script? Not working need help!  (Read 527 times)

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cpt.Hawkeyez

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Detect Alive Script? Not working need help!
« on: 25 Dec 2003, 22:45:14 »
Code: [Select]
; ***************************************
; Detect Alive Script for Dangerous Streets OFP Msions
; ***************************************
_unit = _this select 0

? dammage > 0.01 goto "start"
#start
?(ALIVE _unit) goto "dead"
?(NOT(alive _unit) goto "cool"

#Dead
Hint "Damnit Trent is Dead, I think theres a new set of wheels behind the Restraunt."
exit

#cool
titleText["OOOO FUCK that HURT!!! Theres a new set of wheels behind the\n Restraunt Take them and split town","Plain down"]
~5
titletext["","plain down"]
exit
It needs to be so when you shoot him and accidently kill him it displays one message but when you shoot him and wound him it shows another message I tink I get the gerneal Idea Im just doing it wrong right correct me where im wrong cause it doesn't work
/CymPatheeY
« Last Edit: 25 Dec 2003, 23:23:03 by CymPaTheeY »

Offline Planck

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Re:Detect Alive Script? Not working need help!
« Reply #1 on: 25 Dec 2003, 23:27:19 »
Try this one......no guarantees......but hope it works ok.

; ***************************************
; Detect Alive Script for Dangerous Streets OFP Msions
; ***************************************
_unit = _this select 0

@(GetDammage _unit) > 0.01

#start
?(ALIVE _unit) : goto "cool"

#Dead
Hint "d**nit Trent is Dead, I think theres a new set of wheels behind the restaurant."
exit

#cool
titleText["OOOO f**k that HURT!!!. Theres a new set of wheels behind the\n restaurant. Take them and split town.","Plain down"]
~5
titletext["","plain down"]
exit


Planck
« Last Edit: 25 Dec 2003, 23:28:48 by Planck »
I know a little about a lot, and a lot about a little.

cpt.Hawkeyez

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Re:Detect Alive Script? Not working need help!
« Reply #2 on: 25 Dec 2003, 23:37:42 »
Cool thanks just forgot to add this part though
?(NOT ALIVE _unit) : goto "dead"
/CymPatheeY

Offline Planck

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Re:Detect Alive Script? Not working need help!
« Reply #3 on: 25 Dec 2003, 23:40:02 »
The way it is now.......you don't need that line.


Planck
I know a little about a lot, and a lot about a little.

KungFooFairy

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Re:Detect Alive Script? Not working need help!
« Reply #4 on: 27 Dec 2003, 01:32:56 »
How long is the delay on checking an @ conditional?

Offline Planck

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Re:Detect Alive Script? Not working need help!
« Reply #5 on: 27 Dec 2003, 01:44:01 »
It waits till the condition is true.

Forever if need be.

I don't know the time interval between checks if that is what you meant.



Planck
« Last Edit: 27 Dec 2003, 01:50:57 by Planck »
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Offline LCD

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Re:Detect Alive Script? Not working need help!
« Reply #6 on: 27 Dec 2003, 14:07:09 »
da delay (as much as i remember from somin i heard - read ::) ;)- directly from BIS staff) is da same as triger short mebe 0.5 secs (i think) or mebe less

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