Flax 397 Posted April 22, 2011 Hi im trying to get a script to work where a trigger (init= this exec "bomb.sqf") plays this script: mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1a"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1b"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1c"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1d"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1e"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1f"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1g"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos "1h"; sleep1; mine="Aqu_FuelExplosion" createVehicle getMarkerPos " It wont set off the script?? Help please?? Share this post Link to post Share on other sites
davincy81 10 Posted April 22, 2011 (edited) Hi Soap UAL, you want kind of Bomb impacts when trigger is started right? You should create a bombs at your marker positions. "Aqu_FuelExplosion" is not right in that case i think edit: where did you found "Aqu_FuelExplosion"? Edited April 22, 2011 by davincy81 Share this post Link to post Share on other sites
Flax 397 Posted April 22, 2011 Its from the 31st normady MOD, im trying with another bomb now... Share this post Link to post Share on other sites
davincy81 10 Posted April 22, 2011 Ah ok. I dont know that mod class names. I would use invisible H as position for spawn the bomb , not a marker. Share this post Link to post Share on other sites
Flax 397 Posted April 22, 2011 Ahh ok ill try now so it would be " getPos (nameof Hpad)"? Share this post Link to post Share on other sites
davincy81 10 Posted April 22, 2011 You could describe the situation if you want, may be there is a better way to realize what you want to do in your mission. Share this post Link to post Share on other sites
Flax 397 Posted April 22, 2011 Hmm well ok, your defending a base and have a load of charges set up. I need a way either by addAction or Trigger on radio to set them off.... Share this post Link to post Share on other sites
davincy81 10 Posted April 22, 2011 (edited) ah ok i think i understand. so you can use the skript you wrote in first post. (just Bo_FAB_250 instead "Aqu_FuelExplosion" for example) Do you want to set off more than one time? If not, you could delete the marker after create the bomb at the marker position. Edited April 22, 2011 by davincy81 Share this post Link to post Share on other sites
Flax 397 Posted April 22, 2011 hmm, yea any explosive smaller than that, preferably with fire afterwards... thanks for the help. :) Share this post Link to post Share on other sites
zapat 56 Posted April 22, 2011 (edited) The coding just hurts my eyes... :) Something like this would be simplier to maintain. { _mine = "somebomb" createVehicle getMarkerPos _x; sleep 1; }foreach ["1a","1b","1c"]; Edited April 22, 2011 by zapat Share this post Link to post Share on other sites
davincy81 10 Posted April 22, 2011 are you sure the delay is working this way? Share this post Link to post Share on other sites
zapat 56 Posted April 24, 2011 You mean the sleep 1 is working in my code? Sure it does, why do you think it shouldn't? My rewrite just makes it an easier reading... note: if you need to write a piece of code (like some lines) more than like twice, you'd better use some sort of loops. Share this post Link to post Share on other sites
zigzag 0 Posted April 24, 2011 Hi im trying to get a script to work where a trigger (init= this exec "bomb.sqf") plays this script:It wont set off the script?? Help please?? When you use .sqf you should use execVM and not exec. Share this post Link to post Share on other sites
davincy81 10 Posted April 24, 2011 @ zapat i tried your code and i saw all explosion same time without delay. btw , i like your code. i ever try to write my codes like this. but it is still difficult for me. Share this post Link to post Share on other sites