Thanks for your time guys...
When I started I wanted a road flare, but saw it possible (maybe?) to have a "starshell" create and float down.
Have this on right click -
private ["_mypos","_mags","_tool","_onLadder","canDo"];
_mags = magazines player;
_tool = items player;
_onLadder =...
tried this kind of thing from the arma 2 forums -
flare = "F_40mm_white" createVehicle [getPos _trigger select 0, getPos _trigger select 1, 50];
hoped it would spawn 50m above trigger but no luck.
Anyone know how to spawn burning road flares, or any type of flare. I've tried the create vehicle classnames for flares, but after further googling and looking at the epoch compiles I see theres alot more going on. Basically its a trigger that runs a script, producing a flare at the triggers...
Here is my first runup on it (not tested yet)
settrap.sqf - called by right clicking grenade, flare, smoke, etc.
private ["_traptype","_mypos","_mags","_tool","_isAlive","_onLadder","canDo"];
_mags = magazines player;
_tool = items player;
_isAlive = alive cursorTarget;
_onLadder = (getNumber...
After playing (with help) with Matt Ls Booby trap script, moving it to a right click option to grenades, I wondered if it couldn't be generalized with more vars to work with more items and effects. I have some programming experience, but mostly PHP and the syntax, Arma2 engine stuff and lack of...
I like the countdown, better than my solution of creating the stash object (which I changed to the belt buckle) appear same time as the trigger (if you see it its live).
Ive moved it over to the right click system on grenades to set trap, and have copied and renamed the sqf files to use on...
Works like a treat with one caveat - explodes on placement :)
Now, that brings up a great feature, Id like players to be susceptible to their own booby traps.
Is there a way to put on a 30 second cooldown on trigger to give trapper time to get away.
Ive tried a few things but the syntax is...
That helped, not getting RPT errors, but still no earth shattering kaboom (M4 modulator?)
I think it may be in the detonation script here:
/Borrowing some DZAI code here. This filters out non-player units from _nearbyUnits
_nearbyPlayers = [];
{
if (isPlayer _x) then {...
Quick question (hopefully) How do I set the trigger to go off when any unit (zombie bandit or player) activates it?
played with:
_bombTrigger setTriggerStatements ["{(isPlayer _x) && (_x isKindOf 'Man')} count thisList > 0;","0 = [thisTrigger,_spawnStash,thislist] execVM...
Would it be possible to edit the random debris spawn to include a trigger spawned with the debris object? if so the AI vehicle could trigger a despawn of the debris. If I understand the mechanics correctly debris is only spawned when an object (/player?) is close, so it shouldn't hurt CPU too...
Is there a way of despawning the wreckage object that they collide with(wrecks and garbage only)? That might drag out the usability of the vehicle if they are hitting wreckage multiple times, and maybe clear common patrol routes a little.
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