Ice_Rhino 3 Posted October 9, 2014 For the purposes of testing; Is there a way that I can put down a Trigger with a radius that on a radio command will kill everything 'EAST' or setDamage to 1 within the trigger area? If so, how would I go about this? Thanks T Share this post Link to post Share on other sites
dreadedentity 278 Posted October 9, 2014 with a radius So do you want all east units in the trigger area to be killed or do you want all east units on the map to be killed? Also, this is pretty easy to script no matter which way you wanted it, I'm sure you can do it. Share this post Link to post Share on other sites
Ice_Rhino 3 Posted October 9, 2014 All EAST AI within trigger area to be killed/setDamage 1 Thanks T Share this post Link to post Share on other sites
jshock 513 Posted October 9, 2014 (edited) I think it's all the Opfor units within a trigger area, however the trigger is activated via radio call condition. And I can agree not only is this pretty simplistic, but I'm definitely sure it's information that is already out there. i.e. http://forums.bistudio.com/showthread.php?183934-Unit-Present-Radio-Activation&p=2789797&viewfull=1#post2789797 Edited October 9, 2014 by JShock Share this post Link to post Share on other sites
dreadedentity 278 Posted October 9, 2014 Here's a hint { if ([thisTrigger, _x] call BIS_fnc_inTrigger && {side _x == "EAST"}) then { // ?? }; }forEach nearestObjects [thisTrigger, [], RADIUS_OF_TRIGGER]; Share this post Link to post Share on other sites
Ice_Rhino 3 Posted October 9, 2014 This was the code I was trying to use but it also killed a BluFor group. I shall look at the other threads suggested. {if(_x != player && getPos _x distance getMarkerPos "someMarker" < 2000) then {_x setDamage 1;};} forEach allUnits; Thanks though Share this post Link to post Share on other sites
benargee 20 Posted October 9, 2014 (edited) Here is a direct edit of your code that works {if([color="#008000"][b][i]side _x == east &&[/i][/b][/color] _x != player && getPos _x distance getMarkerPos "someMarker" < 2000) then {_x setDamage 1;};} forEach allUnits; Also curious, are you still having problems with ai returning to Waypoint nav after contact? I get the feeling like this is related. Perhaps killing every enemy to see if then the BLU AI immediately returns to there "normal" behaviour. Edited October 9, 2014 by Benargee PS Share this post Link to post Share on other sites
iceman77 18 Posted October 9, 2014 (edited) You could also get the trigger's triggerArea and use one of the axis's for distance. That way it's more "dynamic" as you can simply change trigger size to negotiate the desired radius. With your code: {if ((_x != player) && {(side _x) == east && {_x distance radTrig <= ((triggerArea radTrig) select 0)}}) then {_x setDamage 1;};} forEach allUnits OR Just as condition this && {(_x != player) && {(side _x) == east && {_x distance radTrig <= ((triggerArea radTrig) select 0)}} count allUnits > 0} ---------- Post added at 19:06 ---------- Previous post was at 18:46 ---------- But tbh, after looking, Dread's code is the way to go. IMO. { if ([thisTrigger, _x] call BIS_fnc_inTrigger && {side _x == "EAST"}) then { _x setDamage 1; }; }forEach nearestObjects [thisTrigger, [], (triggerArea thisTrigger) select 0]; // determine how far you want nearestObjects to search with one of the trigger's axis's MY 2C Edited October 9, 2014 by Iceman77 Saw Dread's post. Share this post Link to post Share on other sites
Ice_Rhino 3 Posted October 9, 2014 Also curious, are you still having problems with ai returning to Waypoint nav after contact? I get the feeling like this is related. Perhaps killing every enemy to see if then the BLU AI immediately returns to there "normal" behaviour. Yes, this is partly the reason I am trying this, but also for a quick play through of the mission. Share this post Link to post Share on other sites