Antiprotestant 1 Posted March 7, 2013 I have a trigger for Blufor capture and another for Opfor capture. These initially trigger several vehicles to appear for a designated side. After initial trigger, when opposing trigger is activated; all original vehicles get hidden (via hideObject "XX"), and the opposing vehicles appear. The problem occurs when someone is flying and base switch gets triggered by opposing side. How would I separate the active vehicle from the activation of the show / hide object module? This is my first creation using the editor (although I haven't spent much time off of it since the gates opened), I am trying to figure out the ingame editor functions and not use many additional scripts. I have a fill crate and vehicle respawn script but that is all the additions so far. If anyone knows how to help, let me know. Share this post Link to post Share on other sites
Komu 10 Posted March 9, 2013 May I just ask how you made "Capture-able" sites? I've tried with the Module > Site and a Trigger, but I can't get it to work properly. Share this post Link to post Share on other sites
Antiprotestant 1 Posted March 10, 2013 For now I only have triggers with opposing functions on the same location, to achieve the effect of the vehicles appearing for the capturing side; then disappearing when changed hands. If you are asking about a metering device that would state "capturing" on the screen, before activating the trigger; I do not have one yet. I am starting to think I have to go about this mission a different way. Apparently there is no way to separate an empty vehicle from its spawn location once mobile, allowing it to respawn instantly or be re-hidden by the show/hide object module. If anyone knows otherwise, let me know. Share this post Link to post Share on other sites