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Author Topic: Cars Wreck  (Read 4677 times)

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Offline Terox

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Re:Cars Wreck
« Reply #15 on: 01 Jan 2006, 13:14:21 »
have just done a working test and mthe following doesnt get any simpler
It works

INIT.SQS
tx_Ecars = [Ecar1,Ecar2,Ecar3,Ecar4,Ecar5]

MISSION EDITOR
Create 5 empty vehicles andm name them
Ecar1 to Ecar5

Create a trigger with the following attributes
Axis A: 0
Axis B: 0
Activation: None
Once/Repeatedly:  Once
Type: #End1
Condition: ({canmove _x}count tx_Ecars)==0

Click on the trigger "effects" tab and then in the "Titles / Type" drop down box, select "Text"
and then in the "Text" Box type the following

Mission failed, all vehicles wrecked



It works, so if you have a problem getting it to work, you arent doing something thats listed above

I knoiw i've caused you some problems because of syntax errors etc, for that i apologise, sometimes i quickly scan through the ofpec forums and answer from memory

« Last Edit: 01 Jan 2006, 13:15:57 by Terox »
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LTS-1GT

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Re:Cars Wreck
« Reply #16 on: 02 Jan 2006, 01:25:01 »
Hi Terox, this condition: ({canmove _x}count tx_Ecars)==0 is still give me error again won't work here:  Invalid number expression

Offline Planck

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Re:Cars Wreck
« Reply #17 on: 02 Jan 2006, 01:32:19 »
Did you name all your vehicles.....Ecar1, Ecar2, Ecar3, Ecar4 and Ecar5?


Planck
« Last Edit: 02 Jan 2006, 01:32:44 by Planck »
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LTS-1GT

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Re:Cars Wreck
« Reply #18 on: 02 Jan 2006, 03:50:15 »
Yup I did.  This Condition: ({canmove _x}count tx_Ecars)==0  not working array correct. It's give me error, Invalid number in expression in trigger won't work. Planck

Offline Planck

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Re:Cars Wreck
« Reply #19 on: 02 Jan 2006, 06:20:43 »
LTS-1GT,

Both Terox and myself have tried this......and it works.

I have attached an example demo mission for you to look at.

You are a LAW soldier with a buddy.......first thing to do is shoot your buddy......he is also a LAW soldier........If you don't shoot him he will shoot you after you destroy a couple of jeeps.........then you will have enough ammo for your LAW launcher to destroy 5 jeeps......Quick and Dirty.    ::)


Planck
« Last Edit: 02 Jan 2006, 06:23:38 by Planck »
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LTS-1GT

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Re:Cars Wreck
« Reply #20 on: 02 Jan 2006, 07:03:22 »
Oh alright, this code ({canmove _x}count tx_Ecars)==0 work only for Resistance 1.96, I didn't know it.  I only use OFP 1.46  make mission editor for coop, why don't work? Do you have any good script maker for OFP 1.46 carwreck?

Offline Terox

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Re:Cars Wreck
« Reply #21 on: 02 Jan 2006, 14:10:51 »
Use the following condition in your trigger

Condition: ({alive _x}count tx_Ecars)==0

this will simply return true (Inititate the trigger) when all of the cars are completely destroyed

alternatively, you could use a trigger that monitors the  getdammage value of the cars
You will have to experiment with the getdammage value that will most closely resemble the value that a car no longer can move at

You will have to do some testing yourself.

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LTS-1GT

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Re:Cars Wreck
« Reply #22 on: 02 Jan 2006, 18:34:22 »
Hmmm no terox, it is still same problem Invalid number in expression, it won't let me enter trigger conditon: ({alive _x}count tx_Ecars)==0. I think this script condition might not work OFP 1.46 support. Why don't you go try create demo test trigger condition: ({alive _x}count tx_Ecars)==0, you will see won't work. Do not launch RESISTANCE 1.96, use OFP 1.46 launch only. :'(

Offline Planck

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Re:Cars Wreck
« Reply #23 on: 02 Jan 2006, 20:11:11 »
I tried it with 1.46......

You need to use:

("alive _x"count tx_Ecars)==0

1.46 doesn't seem to like curly braces much   ;D


Planck
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Offline Terox

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Re:Cars Wreck
« Reply #24 on: 02 Jan 2006, 23:10:26 »
thx Plank, shuddering starting pre res OFP
LTS, if it wasnt for the fact that ArmA is just around the corner i would have strongly urged you to get Res addon by now
« Last Edit: 02 Jan 2006, 23:12:05 by Terox »
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