Home   Help Search Login Register  

Author Topic: All Things Mine...  (Read 1033 times)

0 Members and 1 Guest are viewing this topic.

Offline Sui

  • Former Staff
  • ****
    • OFPEC
All Things Mine...
« on: 02 Oct 2002, 05:19:56 »
Would anyone happen to know the action command to get an engineer unit to deactivate a mine?

eg. unit action ["DEACTIVATE",m12]

(Doesn't work... but I'd imagine it's something like that).

I'm working on a script for one of my missions to get a squad of engineers to defuse mines already marked by the player... but I need to know how to actually get them to defuse the bloody things through a scripting command ;)

Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:All Things Mine...
« Reply #1 on: 02 Oct 2002, 06:30:13 »
hmm... I found a 'simple' sort of way to do it:

unit action ["DEACTIVATE MINE"]

(duh ;D ;D)

However I was after a way to specify which mine to deactivate.... oh well. If anyone is interested I could post up the script I've written to get the player to mark mines, then have an engineer squad defuse them...

Anyone care? ;)

Bremmer

  • Guest
Re:All Things Mine...
« Reply #2 on: 02 Oct 2002, 12:57:21 »
Yes  ;D

Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:All Things Mine...
« Reply #3 on: 02 Oct 2002, 15:41:07 »
Sorry 'bout the wait... I had to make it a bit more generic.

I generally prefer to make a script specifically for the situation I need it in.

Anyway, It's in the Beta forum in here. ;)