EBass 0 Posted March 17, 2013 Hey all, so I need to make two vehicles spawn, B_Lifeboats when a script detects that smoke has been thrown in a trigger area. So the smoke is thrown by a Blufor unit, it waits about two minutes and then two boats are spawned facing West, stationary and unlocked. Thanks for the help! Share this post Link to post Share on other sites
headswe 17 Posted March 21, 2013 I think you have to use a fired eventhandler and check if the unit is throwing a smoke and if the unit is inside the trigger area. Share this post Link to post Share on other sites
f2k sel 164 Posted March 21, 2013 I used this to detect when green smoke has been used, not 100% tested for ammo types in A3. Just place this in the throwers init box this addEventHandler ["fired",{_this execvm "detect_smoke.sqf"}] save as detect_smoke.sqf //this addEventHandler ["fired",{_this execvm "detect_smoke.sqf"}] _shooter = _this Select 0; _ammotype = _this Select 4; //hint format["%1",_ammotype]; sleep 2; switch (_ammotype) do { case "SmokeShellGreen": { Hint "Green Smoke Detected"; }; case "1Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; }; Replace the hint with the code you want to run or better to let it launch another script that does the spawning. [] execvm "spawn_boat.sqf"; Sorry don't have time to go into that right now but there are several posts on spawning stuff. Share this post Link to post Share on other sites