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odyseus

Vehicle type as condition.

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Does anybody know why this is not working for me? I placed a trigger, Activation is none, repeatedly, present, condition is {vehicle _x iskindof "Tank"} count thislist > 0;

????:confused: Thank you!

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The units in thisList are defined by the side you select and PRESENT. Since you select, NONE, no unit ever matches and thisList will forever be empty. If you only want it to apply to a specific side use say BLUFOR or OPFOR. If you want it for all then choose ANYBODY.

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ok i try with blufor. But trigger is being activated by wheeled vehicles as well. How can i make it only trigger when a Blufor tank is pressent? Is something wrong with my line? {vehicle _x iskindof "Tank"} count thislist > 0;

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Sorry to hijack, what if I wanted this kind of condition: player is inside of a vehicle in the list and said vehicle dammage is > 0.1 (any damage). I know I can use

 (vehicle player) in thislist

But how do i check for the damage of that vehicle? The vehicle isn't named, else It would maybe be easy for me. But I need for any and all vehicles that may be in the list.

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Hey ice man, I think this is what you want http://forums.bistudio.com/showthread.php?112986-Looking-for-help-on-an-advanced-trigger-condition-code

---------- Post added at 08:15 PM ---------- Previous post was at 07:17 PM ----------

Does anybody know what I m doing wrong? I just need to set a vehicle type "TANK" as condition. Anybody?

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I've tested your trigger with the condition you originally stated,

Activation set to BLUFOR & Repeatedly & present.

A regular HMMVV doesn't trigger it, but a tank does. What exactly is the problem, do you get any errors script-wise?

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LOL are you using some sort of addon that where a hmmwvee is made from tank config/skeleton..or w/e?

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Yes. The trigger keeps activating when a special force vehicle move in to it! I will try with a hmmvv now!

---------- Post added at 01:28 AM ---------- Previous post was at 01:17 AM ----------

OK. Like i thought. Trigger went off with the HMMVV too!. Let me explain. I have i trigger called "heavyrepair" like i told you "Activation set to BLUFOR & Repeatedly & present and condition {vehicle _x iskindof "Tank"} count thislist > 0;" I also have a logic object that states "null = heavyrepair execVM "scripts\repairpoint\vehicleMaintenance.sqf" ". Keep in mind it is a multiplayer game. So what you guys think?

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It is very weird. Anyways never mind i found another way. Hey guys how can i disable repairing on a service point? I want the service point only to be refuel and rear. Any ideas?

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I'm not sure. Does a service point have some sort of repairCargo? Also you have to ask; Is it really worth the hassle? What are you trying to achieve? Do you want to have separate service spots and demand to use the actual service point building(s)? If you just want separate service stations for repair,rearm,refuel, you can just do that with triggers and simple scripts.

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LOLOLOLO That is true. Nothing is worth the hassle! :D Yes. I have now separate service spots, one for cars and another for tanks. Now What i really wanted to do is to be able deploy a service point from a empty container, away from my base. but that service point only refuel, rear and maybe fix the vehicle halfway, just enough for vehicles to make back to base. :D

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You're in very good luck, check out RF3 Logistics. You could place a service point building on the map (or any object for that matter) & go into the RF3 co config and add the buildings classname to the list of arrays ie;liftable (helo) objects,moveable by infantry, transportable objects etc.

I haven't tried to use RF3 to lift buildings, but I assume it will work, I see no reason why not.I know it works with any other editor placed object, as long as you've added the objects classname to the a config arrays.Anyhow, this allows one to interact with objects. Load objects or even vehicles into other vehicles. (atvs and hmmvees into chinook etc). Also you can determine what objects can hold other objects and how much content they can hold, such as the big metal cargo containers. You could load the service point into one of those and then load the metal container into a chinook.

note: idk about the "refuel only" policy you have, but RF3 is a good way to transport/move/deploy objects around the map. Such as a service point...

---------- Post added at 10:44 ---------- Previous post was at 10:43 ----------

if you only want to fix vehicles "halfway", the standard BIS engineer does a good job of that :cool:

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