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Actions and Mines
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Topic: Actions and Mines (Read 868 times)
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Gadjuka
Members
Programmer
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?
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Currently working on
Operation Flashpoint: Commander
.
Website:
http://www.nordserver.se/commander/
deaddog
Guest
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.
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Gadjuka
Members
Programmer
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?
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Currently working on
Operation Flashpoint: Commander
.
Website:
http://www.nordserver.se/commander/
macguba
Former Staff
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.
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Actions and Mines
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