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Author Topic: detect any killed units  (Read 1205 times)

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amadeus88

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detect any killed units
« on: 06 Sep 2003, 06:53:58 »
Hi, i don't know if this is possible but i would like to have a script that detects if any unit is killed. I don't want it only checking for a unit killed in any one specific group.

Maybe it would best to exsplain why i want this.

My mission plan is to have the player as a east unit (or a res unit, with res set to 'hostile to all'), you then go about completing tasks for civs in the area (no its not fighting mission) But have west police patroling, and if the player fires on the police or any other unit (Civs) and kills someone, then the script will set him to non captive since it detected a kill. And thus the police will attack him :o.

I don't know if this is possible, and if it isn't could you tell me of a way i might (easly without a lot of tedious scripting), make this work?

Thanks so very much :D,
        Amadeus88.

Offline LCD

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Re:detect any killed units
« Reply #1 on: 06 Sep 2003, 07:58:31 »
u make array of all da units u wanna check ill name it AllOfEM

nd den da condition wil b

"not alive _X" count AllOfEM > 0

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amadeus88

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Re:detect any killed units
« Reply #2 on: 06 Sep 2003, 17:06:53 »
Thanks so much for showing me how its done, i never thought of that, i havn't used them before.

So because this is my first time dealing with arrays i am a bit lost. I think i have figured how to get the array up and working but my problem is When i try to get it so when it detects a dead person it makes the player a non captive. but when i try incuding that in my script that checks for dead then it says "error if: type array, exspected bool", and i don't know what to do. So if you could possibly write a short but entire script to do this i would be very greatfull.

Thanks again :),
amadeus88

Offline LCD

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Re:detect any killed units
« Reply #3 on: 06 Sep 2003, 22:53:19 »
k how 2 make array AllOfEM

just make large triger w/ west present (coverinb whole mision area

nd in da onActivision field write

AllOfEM = thislist

now da script

Code: [Select]
@ count AllOfEm > 0

@ "not alive _X" count AllOfEM > 0
player setcaptive false
exit

shud work ;)

also put in da init.sqs (if u dont know wats dat 1 - its like simple script - but u dont have 2 activate it ;))

AllOfEM = []

tel me if it works

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

amadeus88

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Re:detect any killed units
« Reply #4 on: 07 Sep 2003, 05:24:12 »
Well, after a few minutes of testing all seems to be working just as i imagined it. Thanks alot LCD, for taking time to help such a newbie as myself. It's greatly appriceated. :)

Thanks,
Amadeus88.

Offline LCD

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Re:detect any killed units
« Reply #5 on: 07 Sep 2003, 07:45:42 »
kool

just put ma name in da credits ;)  8)  :o

nd dont forget 2 use da beta testin forum 2 test ur misionb4 u submit it (nd if u drop dere - u can also tryoder ppls misions ;) :P)

also solve da thread - da boton shud b around here ;D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline rhysduk

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Re:detect any killed units
« Reply #6 on: 12 Sep 2003, 22:53:24 »
LCD to the rescue again
Reviewed Missions Board: Please Read the User's Guide before posting!

Pride and Joy 1 (HW100-T)

Offline macguba

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Re:detect any killed units
« Reply #7 on: 13 Sep 2003, 01:39:33 »

just put ma name in da credits ;)  8)  :o


Don't put his name, put my name, because that's what I would have told you if I'd got here first .... ;D
Plenty of reviewed ArmA missions for you to play

Offline LCD

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Re:detect any killed units
« Reply #8 on: 14 Sep 2003, 14:37:58 »
@ rhy - grasias

@ macca - get outta here :P

Quote
Don't put his name, put my name,

u wish :P

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"guess being the community has downsides .." - cheetah
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max_killer_payne

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Re:detect any killed units
« Reply #9 on: 14 Sep 2003, 19:03:48 »
Don't forget my name. Cos I wud've told Macguba to tell LCD, when Macguba IMed me to ask me what to tell LCD, because LCD had just IMed him to ask what to put and to ask me what to put. Phew!  ;D

Offline LCD

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Re:detect any killed units
« Reply #10 on: 14 Sep 2003, 19:48:46 »
*hits maxy

go away :P

* anoder hit

get back 2 da babez - im 2 busy 2 find new pics - so da thread needs u :P ;)

*hits him again

natalie paris is beter dan urs :P (nd corie nadine also ;)) :P  ::)

*looks @ maxy

oops hes situationafter all dis hits cant allow him 2 continue postin pics  :o  :-X

LCD OUT

P.S - yeah right  :PIM me bout dis thread im talkin bout now :P ::) (free advin is good ;D ;))
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

max_killer_payne

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Re:detect any killed units
« Reply #11 on: 14 Sep 2003, 20:33:55 »
LOL, cudnt help but laugh after reading that. Check my update on the babe competition!!

Offline macguba

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Re:detect any killed units
« Reply #12 on: 15 Sep 2003, 00:04:29 »
amadeus, to prevent this kind of nonsense  ::) occurring at the end of your threads  :P just click the green solved button when your question has been answered.    You can click it again should you need to unlock the topic later.    ;)
Plenty of reviewed ArmA missions for you to play

max_killer_payne

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Re:detect any killed units
« Reply #13 on: 15 Sep 2003, 17:34:07 »
Nonsense?   ??? macguba do you really think I, max_killer_payne, wud b involved with nonsense? And thats a rhetorical answer because I know u'd say yes  ;D  :D  ;)

Offline LCD

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Re:detect any killed units
« Reply #14 on: 15 Sep 2003, 22:52:50 »
*looks around

nonsesne  :o  :-X were ? ::)

ohh u mean dat man macca who tryes 2 stop our intelegent dialog  ::)

lock him :P ;)

LCD OUT

[edit]*runs 2 da babez thread
« Last Edit: 15 Sep 2003, 22:53:28 by LCD »
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta