Graz 1 Posted November 20, 2012 I've got a small trigger that's a radio command setting a global variable. I know that I can bind radio commands to certain player slots and only allow accepted UID's into player slots. Is there a way to cut out the middle man and just have the Setradiomsg //My current template from demonized if (unit1 == player) then { 1 setRadioMsg "Alpha Radio is showing this for player unit1"; } else { 1 setRadioMsg "NULL"; hint "for other players its not showing"; }; I'd like to change unit1 = player to an expression that obtains player UID and matches is against an array of UIDs Does anyone know how to do this? NOTE: This is for MP so if I could avoid using "player" it would be appreciated!! Share this post Link to post Share on other sites
cuel 23 Posted November 20, 2012 (edited) setRadioMsg doesn't change its activation. Something like this. Only works in MP. if (isDedicated) exitWith {}; if (!isMultiplayer) exitWith {hintSilent "Can only check whitelist in multiplayer"}; waitUntil {!isNull player}; waitUntil {getPlayerUID player != ""}; _wl = ["123456","654321"]; if ((getPlayerUID player) in _wl) then { _trg = createTrigger ["EmptyDetector", position player]; _trg setTriggerText "Var to true"; _trg setTriggerActivation ["ALPHA", "PRESENT", false]; _trg setTriggerStatements ["this", 'myVar = true; publicVariable "myVar"', ""]; }; You could also jus change the setTriggerStatements if you give the editor-placed trigger a name. NOTE: This is for MP so if I could avoid using "player" it would be appreciated!! I don't think you understand how the "player" variable works. It's different on every client :). Edited November 20, 2012 by cuel Share this post Link to post Share on other sites
Graz 1 Posted November 20, 2012 Wow that looks great, I'll give it a whirl tonight. Thanks so much for the lightning fast response! On player: Most of my edits run on the client side, so player can cause some funky stuff to happen with triggers :) Share this post Link to post Share on other sites
Graz 1 Posted December 3, 2012 Having a few issues: Most of the command is perfect if (isDedicated) exitWith {}; if (!isMultiplayer) exitWith {hintSilent "Can only check whitelist in multiplayer"}; // HAVING ISSUE HERE waitUntil {!isNull player}; waitUntil {getPlayerUID player != ""}; _wl = ["123456","654321"]; For some reason if I run the command in the init I get errors and crashes with the multiplayer line, what are the consequences to removing this line? seems to run fine without the multilayer part :S Share this post Link to post Share on other sites