Seltiix 10 Posted September 8, 2013 Im currently editing my mission. And When You destroy a vehicle a trigger triggers The trigger conditions is as following : !alive transport1 When "transport1" dies, on the activation: _heli = createVehicle ["B_Heli_Attack_01_F", (getMarkerPos "spawn"), [], 0, "CAN_COLLIDE"]; I want the heli that spawns to have a name Example : heli3, so i can use it in further tasks and strings! Any help is appriciated Share this post Link to post Share on other sites
Tisor 17 Posted September 8, 2013 Part of the code I just make for one mission. _camionCargado1 = "B_Truck_01_box_F" createVehicle (getMarkerPos "posContenedor1"); _VarName="hemttcargado1"; _camionCargado1 SetVehicleVarName _VarName; _camionCargado1 Call Compile Format ["%1=_This ; PublicVariable ""%1""",_VarName]; hemttcargado1 setDamage 0.8; //For Testing purposes Share this post Link to post Share on other sites
Larrow 2823 Posted September 8, 2013 SetVehicleVarName is the command you are looking for, you then need to PV the name aswell so all connected computers have the same reference object for the name_heli = createVehicle ["B_Heli_Attack_01_F", (getMarkerPos "spawn"), [], 0, "CAN_COLLIDE"]; _heliname = "Heli3"; _heli setVehicleVarName _heliname; _heli call compile format ["%1=_This ; PublicVariable ""%1""",_heliname]; Share this post Link to post Share on other sites
kylania 568 Posted September 8, 2013 Call compile is old and busted, missionNamespace is the new hotness. :) _vehicleObject = createVehicle ["B_Truck_01_box_F", getMarkerPos "posContenedor1", [], 0, ""]; _vehicleName = "hemttcargado1"; missionNamespace setVariable [_vehicleName,_vehicleObject]; publicVariable _vehicleName; hemttcargado1 setDamage 1; //For Testing purposes Share this post Link to post Share on other sites
Seltiix 10 Posted September 8, 2013 Call compile is old and busted, missionNamespace is the new hotness. :) _vehicleObject = createVehicle ["B_Truck_01_box_F", getMarkerPos "posContenedor1", [], 0, ""]; _vehicleName = "hemttcargado1"; missionNamespace setVariable [_vehicleName,_vehicleObject]; publicVariable _vehicleName; hemttcargado1 setDamage 1; //For Testing purposes Just need to find out where to put it all, i've been on it for so long im now confused... ---------- Post added at 20:33 ---------- Previous post was at 20:28 ---------- SetVehicleVarName is the command you are looking for, you then need to PV the name aswell so all connected computers have the same reference object for the name_heli = createVehicle ["B_Heli_Attack_01_F", (getMarkerPos "spawn"), [], 0, "CAN_COLLIDE"]; _heliname = "Heli3"; _heli setVehicleVarName _heliname; _heli call compile format ["%1=_This ; PublicVariable ""%1""",_heliname]; How does the trigger know about this name? An execVm? ---------- Post added at 20:36 ---------- Previous post was at 20:33 ---------- Example in the trigger put : execVm "???.sqf"; Share this post Link to post Share on other sites
kylania 568 Posted September 8, 2013 Here's a quick demo mission. init.sqf: sleep 1; _null = [west, "tskdestroyTruck", ["Blow up that truck!", "Destroy Truck", "Truck"], transport1, true] spawn BIS_fnc_taskCreate; spawnHeli.sqf: _null = ["tskDestroyTruck", "SUCCEEDED"] spawn BIS_fnc_taskSetState; if (isServer) then { _vehicleObject = createVehicle ["B_Heli_Attack_01_F", getMarkerPos "spawn", [], 0, ""]; _vehicleName = "heli3"; missionNamespace setVariable [_vehicleName,_vehicleObject]; publicVariable _vehicleName; }; waitUntil {!isNil "heli3"}; _null = [west, "tskGetInHeli", ["Get in the helicopter!", "Board Helicopter", "Helicopter"], heli3, true] spawn BIS_fnc_taskCreate; First trigger condition: !alive transport1 First trigger onAct: _null = [] execVM "spawnHeli.sqf"; Second trigger condition: player in heli3 Second trigger onAct: _null = ["tskGetInheli", "SUCCEEDED"] spawn BIS_fnc_taskSetState; heli3 vehicleChat "Lets do this!"; Share this post Link to post Share on other sites
Seltiix 10 Posted September 8, 2013 My mobile is Beeing retarded... Anyway, Thank YOU, Have my cookies ;) The part : spawn BIS_fnc_taskCreate; Does that make a popup in the middle of the screen? Share this post Link to post Share on other sites
kylania 568 Posted September 8, 2013 Yes, the true at the end of the arguments means it'll automatically assign the task to the player. Share this post Link to post Share on other sites
Seltiix 10 Posted September 8, 2013 Will it display like this : http://www.w1aex.com/archive/kamino_task.jpg ? Share this post Link to post Share on other sites
[frl]myke 14 Posted September 8, 2013 My mobile is Beeing retarded... Anyway,Thank YOU, Have my cookies ;) The part : spawn BIS_fnc_taskCreate; Does that make a popup in the middle of the screen? It's not your mobile: Note: 1. New member's posts are auto-moderated, please don't re-post the same message over&over again. 2. New members are required to fill captcha before posting new answers/threads. 3. New members are limited in editing/accessing variety of profile & forum features. These limitations are removed for regular forum users. Source: Forum rules you've just recently accepted. Share this post Link to post Share on other sites
Seltiix 10 Posted September 8, 2013 Myke;2494802']It's not your mobile:Source: Forum rules you've just recently accepted. After every post I get a blank page... Didn't think it was supposed to be like that! Share this post Link to post Share on other sites
kylania 568 Posted September 8, 2013 It'll look like this (From the demo mission): Share this post Link to post Share on other sites
Seltiix 10 Posted September 8, 2013 It'll look like this (From the demo mission):http://i.imgur.com/Pbg1efC.jpg There it is, Thank you :) Share this post Link to post Share on other sites