StraightJacket 10 Posted June 22, 2015 Hey i am trying to make a mission where a SWAT team has to defuse bombs. Problem i have is scripts such as !alive or seeing if bomb is around at the end doesnt care if bomb exploded or was defused,. gone is gone. Is there a way I can make triggers that know the difference? Share this post Link to post Share on other sites
A.Cyprus 16 Posted June 22, 2015 Here's a short discussion on something very similar. It seems the short answer is, sadly no. Or at least, not directly. http://forums.bistudio.com/showthread.php?t=192267 Share this post Link to post Share on other sites
StraightJacket 10 Posted June 22, 2015 bugger. ty for reply this ended up being alot more complex then i first hoped. Another issue i have is that i have an engineer, to difuse the bomb. but after respawning, that character is no longer a engineer, any way to fix that? Share this post Link to post Share on other sites
becubed 24 Posted June 22, 2015 One way to tell is the bomb exploded may be to place something near it that you can use as a "canary" and test with alive, I have vague memories of using a traffic cone in A2. If the bomb detonates then the canary will be destroyed, if it is defused then the canary will remain alive but the bomb will be gone. I can't provide any ideas for the engineer problem though. Share this post Link to post Share on other sites
A.Cyprus 16 Posted June 22, 2015 That's a nice idea, becubed :) May possibly not work as well in a minefield. Having said that, I've just realised that I've totally ignored the OP saying bomb and not mine... What kind of bomb is it? Share this post Link to post Share on other sites
StraightJacket 10 Posted June 23, 2015 Well im not sure if bomb / mine actually matters, ive been using the IED or explosive charge and setting it with a trigger for a much larger explosion, as to bring buildings down. That idea of leaving something nearby and destroyable is a good diea, i could even do it with the buildings that would of been destroyed. Only issue then being, how do i tell the mission that all the bombs where disarmed so mission end? Possible to have a trigger that cuases end when they are all !alive but then checks to see how many buildings are left and then give correct ending? a lose for all destroyed a minor win for 2 - 3 still standing and a full victory for them all standing. Is that possible or am i just getting too far ahead of myself now? Share this post Link to post Share on other sites
StraightJacket 10 Posted June 25, 2015 One friendly bump to avoid posting a new thread. How do i tell the game that a respawning unit is a medic or an engineer etc Share this post Link to post Share on other sites
Tankbuster 1747 Posted July 18, 2015 If a unit is an engineer is held in the config. _value = getNumber (configFile >> "CfgVehicles" >> your unit >> "engineer"); will return 1 if he's an engineer Share this post Link to post Share on other sites