DirtyDel 14 Posted April 5, 2014 I can't figure this out guys. I created an HVT snatch and grab mission. The team deploys by boat and primary extract is by boat. I want to add a probability (50%) that the boat may get destroyed after seizing the objective (trigger) and the team would have to extract by foot or heli. My first instinct was to put an unarmed, invisible, blufor soldier on the boat, then add an opfor (with 50% chance of spawn) only equipped with a rpg. This did not work, as i could get the blufor soldier invisible, he took up a slot on the boat, and the opfor rpg would not always target the boat. I know I can do this, I just don't have the editing skills you guys have. Any suggestions on how to get this boat destroyed? Share this post Link to post Share on other sites
alky_lee 279 Posted April 5, 2014 Name the boat and use a trigger with the On Act field boat setdamage 1 You could then use a unit with 50% probability to activate the trigger. It wouldn't even need to be in the AO. Share this post Link to post Share on other sites
champ-1 40 Posted April 5, 2014 Name your boat and place this code in trigger: if (random 100 < 50) then { NAME_OF_THE_BOAT setDamage 1 }; Should work. Share this post Link to post Share on other sites
DirtyDel 14 Posted April 5, 2014 and i knew it was going to be something that simple. thanks bro. Share this post Link to post Share on other sites
DirtyDel 14 Posted April 16, 2014 another noob question: is there a way to have a constant, flaming wreck? Share this post Link to post Share on other sites
genesis92x 810 Posted April 16, 2014 another noob question: is there a way to have a constant, flaming wreck? I think you can use BIS_Effects_Burn still. Try this: In the init box of the object you want to be on fire use the command like so : null = [unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn Then replace the variables between the [ ] with the correct variables below. unit: the name of the object that the fire will be attached to intensity: the intensity of the fire. Recommended to use values between 0.7 and 10, higher values may be used if desired though. time: the time that the fire started. use global variable "time". this is used to keep effects synced for JIP players lifecheck: if this is true then the unit will only burn as long as it is dead. set to false to burn things like buildings and gamelogics fade: if true then the fire will die down over time, eventually dying out. set to false if you want it to keep burning. null = [ManGuyLadyThing1,6,time,false,false] spawn BIS_Effects_Burn Share this post Link to post Share on other sites
DirtyDel 14 Posted April 17, 2014 awesome bro. out of curiosity, how would i blaze a building? i cant add to a building init, right? Share this post Link to post Share on other sites
fight9 14 Posted April 17, 2014 Use a gamelogic or another empty editor object. Share this post Link to post Share on other sites
DirtyDel 14 Posted April 17, 2014 Awesome. Anyone know how i can make people invisible? What can i put in the init? Share this post Link to post Share on other sites