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panda123

laser irstrobe building

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Hi,

Is it possible to create a lasermarker or a irstrobe on a bulding or somethingelse so that a plane drived by a player can drop its GBU ?

I have tried different scripts through the forum with no succes as well as vanilla mode and ace.

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_laze = "LaserTargetWStatic" createVehicle getPos target;

This thread and many others have other suggestions for how to use this. You can attach it to something or move it around or whatever.

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I did it but on lil' complicated way... ;) Like this:

create one trigger,

condition: alive player (or else...)

on act: laser1 = "LaserTargetWStatic" createVehicle position House1

put one chair inside that building, like this:

init: this setPos [(getPos this select 0),(getPos this select 1), 0]

put name of the chair: House1

put second trigger on the that building, group (f2) building with trigger,

there is:

activation: static object

(not present)

condition: this

on act: deleteVehicle laser1

it works for me... :) enjoy...

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Thanks but it works for an AI plane only. The only thing I see is red dot on the ground not lockable. I say again the pilot is an human player. I would like to see the square when you press tab. I don't know if it is possible to do that. Some people tried to do that like Traceless here http://ace.dev-heaven.net down in the discussion.

My mistake, works fine in vanilla mode but for not ACE I will see in ACE section thanks for help :)

Edited by panda123

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I tend to use a global ammo crate, I think a Takistani basic munitions crate should do.:

_laserpos is the position you want the laser to be on, just use getpos on the house object you want to target.

               laserm1 setpos (getpos _laserpos);
	laserm1 setPosATL [getPos laserm1 select 0,getPos laserm1 select 1,30];
	laserm1 setPosATL [getPos laserm1 select 0,getPos laserm1 select 1,(getPosATL laserm1 select 2)-(getPos laserm1 select 2)];
	lazer1 = "LaserTargetW" createVehicle (getpos _laserpos);
	lazer1 attachTo [laserm1,[0,0,0.5]];

Give it a try and see. I've noticed it only seems to work if the crate is global object set on the map. Within the init file of the crate type:

this hideobject true;

This will make the crate invisible and will shouldn't impede people walking through it.

You may also want to make the crate invincible if you plan on reusing it a few times. use an eventhandler for that.

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