Bahger 11 Posted March 21, 2013 I want to set a couple of locations for pre-planned mortar impact locations that can be triggered by the player using "Radio Alpha". I found Armaidiot's excellent IED tutorial and thought I'd adapt that, but when trying to paste the code he supplies into the "On activation" field of the trigger, I get a "Missing ;" error message. The code is this: Trigger On Act.: bomb = "M_RPG32_AA_F" createVehicle [(getMarkerPos "bomb1" select 0),( getMarkerPos "bomb1" select 1), 0]; There might even be another, more appropriate code; ideally, I want to create three mortar-sized explosions at the marker, with a realistic dispersal area. Can anyone help me out? I think I have the right sequence of steps to do this (marker/trigger/Activation "Radio Alpha" but I do not seem to have the right code. Thanks! Share this post Link to post Share on other sites
cobra4v320 27 Posted March 21, 2013 _bomb = "M_RPG32_AA_F" createVehicle (MarkerPos "bomb1"); Share this post Link to post Share on other sites
Bahger 11 Posted March 21, 2013 (edited) EDIT: NVM, got it through my think skull ---------- Post added at 01:43 PM ---------- Previous post was at 01:13 PM ---------- OK, I have created three IED-type explosions, each with an individual marker associated with a trigger and all of them triggered by "Radio Alpha". Please can someone suggest how I can: i. Make a delay between "Radio Alpha" and the initial explosion (I cannot figure out the logic of the Timer/Countdown menu for the trigger) to simulate delay between mortar call and arrival ii. Make a delay between the explosions to simulate individual mortar rounds If there is a better way to simulate a 3-round mortar attack on a point triggered by a radio cue, please let me know. Many thanks. Edited March 21, 2013 by Bahger Share this post Link to post Share on other sites
f2k sel 164 Posted March 21, 2013 The timer boxes work like this. for a fixed delay set all three boxes to the same number 5sec deley = 5 5 5 for a random deley between 0 to 6 secs = 0 3 6 the middle number is a weighted number so if you make it larger ie 5 then there is more chance it will pick a random number around 5 to 6 At least I think it's how it works Having said that delay boxes don't seem to work with radio triggers. you could do it like this as long as your markers are named bomb1,bomb2,bomb3 place in on act of radio trigger, sleep is the delay. null=[] spawn {_bomb = "M_RPG32_AA_F" createVehicle (getMarkerPos _x);sleep 2} foreach ["bomb1","bomb2","bomb3"]} Share this post Link to post Share on other sites
Bahger 11 Posted March 22, 2013 Thanks so much for your help. Share this post Link to post Share on other sites
Kommiekat 11 Posted May 3, 2013 I don't understand why Radio Alpha is being use. Would not the Player have to used Radio Alpha to activate the explosions? What if you wanted the player to activate the trigger by walking into them then having the markers safely located near and around the player, as he makes his way on the map from point to point? I would like to do this by having a simulation of ARTY explosions without actually setting Static Arty on the map, because the player is not even going to be anywhere near it. Just for pure immersion purposes, not for mission objective... OPFOR Present Cond: player in thislist But not sure how to get the trigger to work with the markers (bomb1, bomb2, bomb3) Would I need to synchronize the trigger to the marker using switch? If anybody has an idea, could you pls explain it like you would to, say....a 10 year old? Thanks! Share this post Link to post Share on other sites
arjay 7 Posted May 4, 2013 Kommiekat, I have made a set of simulated arty and missile strike functions as a part of my script library, these allow you to direct randomized spawns at a location. Check out the spawn testing part of my test mission (link in my sig) Share this post Link to post Share on other sites
Kommiekat 11 Posted May 4, 2013 Thanks ARJay......I would imagine these apply to SP missions as well? Share this post Link to post Share on other sites