semedar 0 Posted August 18, 2011 I've got a mission when you destroy an enemy radar, you (player) get the option to use SATCOM Trigger: Condition: !Alive Radar On Act: player addAction [("<t color=""#FFFF00"">" + ("SATCOM") +"</t>"), "pxs_satcom_oa\start_satellite.sqf"]; But the problem is: When the player dies and respawns, he looses the ability. Can anyone help me with my predicament? :D Share this post Link to post Share on other sites
kylania 568 Posted August 18, 2011 Just add it back when he dies either in whatever respawn script you're using or use a loop that waits for the player to be alive. Share this post Link to post Share on other sites
semedar 0 Posted August 18, 2011 If I add it to the respawn script, if the player dies before destroying the object (Radar), then he will automatically have said AddAction. I want it to be conditional somehow to where it detects if object "Radar" is destroyed first. And this is where I'm having problems with. Share this post Link to post Share on other sites
kylania 568 Posted August 18, 2011 Add the action from the beginning, remove the trigger and put in a condition instead. player addAction [("<t color=""#FFFF00"">" + ("SATCOM") +"</t>"), "pxs_satcom_oa\start_satellite.sqf",[],1,false,true,"","!alive radar"]; Share this post Link to post Share on other sites
semedar 0 Posted August 18, 2011 (edited) Add the action from the beginning, remove the trigger and put in a condition instead. player addAction [("<t color=""#FFFF00"">" + ("SATCOM") +"</t>"), "pxs_satcom_oa\start_satellite.sqf",[],1,false,true,"","!alive radar"]; Ah! Sweet man, thanks! :D EDIT: I tried using the above example but I can't seem to get it to work. =\ I'm using a Save Layout respawn and tried this: WaitUntil{not isNull player || isDedicated}; player addEventHandler ["Killed",{ player spawn { _unit = _this; private ['_magazines','_weapons','_backpack','_backpackweap','_backpackmags']; if(isNil "savedloadout") then { _weapons = weapons _unit; _magazines = magazines _unit; _backpack = typeOf unitBackpack _unit; _backpackmags = getMagazineCargo unitBackpack _unit; _backpackweap = getWeaponCargo unitBackpack _unit; } else { _weapons = savedloadout select 0; _magazines = savedloadout select 1; _backpack = savedloadout select 2; _backpackmags = savedloadout select 3; _backpackweap = savedloadout select 4; }; WaitUntil{alive player}; [color="Red"]player addAction [("<t color=""#FFFF00"">" + ("SATCOM") +"</t>"), "pxs_satcom_oa\start_satellite.sqf",[],1,false,true,"","!alive Radar"];[/color] removeAllWeapons player; removeAllItems player; removeBackpack player; {player addMagazine _x} foreach _magazines; {player addWeapon _x} foreach _weapons; if (primaryWeapon player != "") then { player selectWeapon (primaryWeapon player); _muzzles = getArray(configFile>>"cfgWeapons" >> primaryWeapon player >> "muzzles"); // Fix for weapons with grenade launcher player selectWeapon (_muzzles select 0); }; if(_backpack != "") then { player addBackpack _backpack; clearWeaponCargo (unitBackpack player); clearMagazineCargo (unitBackpack player); for "_i" from 0 to (count (_backpackmags select 0) - 1) do { (unitBackpack player) addMagazineCargo [(_backpackmags select 0) select _i,(_backpackmags select 1) select _i]; }; for "_i" from 0 to (count (_backpackweap select 0) - 1) do { (unitBackpack player) addWeaponCargo [(_backpackweap select 0) select _i,(_backpackweap select 1) select _i]; }; }; }; }]; EDIT 2: Hah nevermind ;) User error. Edited August 18, 2011 by Semedar Share this post Link to post Share on other sites