Juixius 10 Posted July 23, 2013 I want to make just a fun mission where blufor players are on the top of a hill in a make shift base, and everyone else are bunnies that explode when they get close to a blufor player. Also, this would be helpful for more practical missions, not just silly ones. Share this post Link to post Share on other sites
bangabob 41 Posted July 23, 2013 Haha. Love the concept. I know that it's simple to check entities near units . Then you would need to use type of to filter down to the rabbits. Unfortunately I'm on my phone so I can't give a example right now Share this post Link to post Share on other sites
kylania 567 Posted July 23, 2013 {_x setDamage 1} forEach (player nearEntities ["Rabbit_F", 5]); Share this post Link to post Share on other sites
Juixius 10 Posted July 23, 2013 {_x setDamage 1} forEach (player nearEntities ["Rabbit_F", 5]); Either this doesn't work or I don't know how to use it. Doesn't this code say that if a player is with 5 meters of a bunny, then the player will die? If so, it doesn't work because I want both the bunnies and blufor to be players. Share this post Link to post Share on other sites
Larrow 2811 Posted July 24, 2013 lol Interesting concept :D put something along the lines of handle = this spawn { _wabbit = _this; while {alive _wabbit} do { _Elmas = _this nearEntities ["CAManBase", 5]; if ({side _x == blufor} count _Elmas > 0) then { "HelicopterExploBig" createVehicle getPosATL _wabbit; }; waitUntil {true}; }; }; on your bunnies. Share this post Link to post Share on other sites
Juixius 10 Posted July 24, 2013 lol Interesting concept :Dput something along the lines of handle = this spawn { _wabbit = _this; while {alive _wabbit} do { _Elmas = _this nearEntities ["CAManBase", 5]; if ({side _x == blufor} count _Elmas > 0) then { "HelicopterExploBig" createVehicle getPosATL _wabbit; }; waitUntil {true}; }; }; on your bunnies. Thanks! This works perfectly. Also, that explosion is fps death. I love it! Share this post Link to post Share on other sites