jawk2 1 Posted May 6, 2002 i ve done this *first script ever product for OPF so be cool*.... yet i consider as an unfinished businness (i must write it in variable rather than named unit.... and the launching process begin by a trigger from groundattack mission): the trigger: class Sensors { items=1; class Item0 { position[]={9821.064453,26.730000,4127.258789}; a=750.000000; b=1350.000000; activationBy="WEST"; activationType="EAST D"; age="UNKNOWN"; text="EDetByWest"; expActiv="[] exec ""test.sqs"""; class Effects { }; The script in itself come by a thing i just discovered in OPF.... u must reveal the target (either by time or by typing) to have a "valid lockon " posibility.... so if u dont reveal the target u cant lock it The script *unfinished*: ; A small script that will try to see if u are locked on ;note i have done a mission where "chopper" is the chopper and "Rus1" the player simple ;soldier with an ammobox with strela inside... ; Main loop #Update ;check if unit got a DCA weapon and if it's loaded ?( (Rus1 hasWeapon "9K32Launcher") and (Rus1 Ammo "9K32Launcher")>=1): goto "Alert" goto "Update" #Alert Titletext ["DCA detected","plain down"] ~2 ;check if unit know that u are a threat and can lock on then ?(Rus1 KnowsAbout chopper >=1): Titletext ["DCA locking in","plain down"] exit ---> all i can say is thanks to johan gustaffson for his script tutorial, abuu, and the guys that ve done the alphabetical of the OPF commands Share this post Link to post Share on other sites