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Dieinthedark

Trigger allowing player to use support requester module only once IR beacons thrown?

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Hey guys I know this is an old thread but I have my own related question that I didn't want to create a new thread for. The setup is that I have a night mission which you are going to be airdropped in supplies after marking the LZ with IR beacons. I want to have the player throw the IR markers where designated which is linked to a trigger that allows for them to access the support requester module for an airdrop. While I have messed around in the description.ext file and have set a few init commands I otherwise have zero scripting knowledge so what kind of script I would need and how/where I would put it is all greatly appreciated. Thank you for any help!

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OK ill try to give you the basics, Im presuming you know how to set up support/provider module to get a normal airdrop support added?

Set up your support provider and requester modules as normal giving them both a name, set the airDrop limit to 1 and the rest to 0 on the requester , but DO NOT sync the player to the requester.

Then in your trigger you will need to add to the player an event for when he throws an IR grenade this will then call the function BIS_fnc_addSupportLink, this will sync the support structure you set up to the player allowing him to call in the air drop.

Code for the trigger would look something like this...

//add fired event to player
throwIREH = player addEventHandler ["Fired", {
//Did we Throw something and was it an IR Grenade
if (_this select 1 == "Throw" && _this select 2 == "IRGrenade") then {
	//Sync support module to player
	[player, requester, provider] call BIS_fnc_addSupportLink;
	//Remove this Fired event from the player
	player removeEventHandler ["Fired", throwIREH];
};
}];

(This code will not work as is, because of the comments in it.. see example mission below)

There are a number of ways to accomplish this goal. There maybe other things you will want to cover, like at the moment the player can walk into the trigger and get the event added to him but can throw the grenade at any time, e.g could walk off a couple of miles and then use it so you may want to make sure he only uses it where you want him to.

Here is a little example mission.

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Thank you so much for this and for the descriptive comments as well. It all makes sense its just me figuring out how to think of these things on my own! Thanks again

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