Purzel 35 Posted September 4, 2016 Hi Folks,how do I check the distance to the nearest player in Multiplayer...?I tried this: while {(jeep1 distance allPlayers) > 500;} do {jeep1 allowdamage false;}; The object "jeep1" should be indistructible as long as any player is not closer than 500m,because sometimes the jeep (driven by AI) crashes at walls or got flat tires...How do I get this...?(Yes, all waypoints are "SAFE" and speed is "NORMAL" for staying on road, but sometimes it happens...)Greetz & ThxPurzel Share this post Link to post Share on other sites
jshock 513 Posted September 4, 2016 while {true} do { if ({_x distance jeep1 > 500} count allPlayers > 0) then { jeep1 allowDamage false; } else { jeep1 allowDamage true; }; sleep 5; }; 1 Share this post Link to post Share on other sites
davidoss 552 Posted September 4, 2016 probably rather so: while {alive jeep1} do { if ({_x distance jeep1 < 500} count allPlayers > 0) then { jeep1 allowDamage true; } else { jeep1 allowDamage false; }; sleep 5; }; Is there any difference between checking if the player is far enough or close enough? Share this post Link to post Share on other sites
jshock 513 Posted September 4, 2016 probably rather so: while {alive jeep1} do { if ({_x distance jeep1 < 500} count allPlayers > 0) then { jeep1 allowDamage true; } else { jeep1 allowDamage false; }; sleep 5; };Is there any difference between checking if the player is far enough or close enough? Nice catch on checking alive status, and no, not really, same exact calculation, just the opposite direction. Share this post Link to post Share on other sites
Purzel 35 Posted September 4, 2016 That was fast...!THANK YOU!!!! :) Share this post Link to post Share on other sites
Purzel 35 Posted September 5, 2016 Ok... next problem:I have a crashsite and a destination (where to go with hostage).I want to use a spawn script which needs a marker in the middle of both spotsHow do I get the half distance between both start (crashsite) and destination (safehouse) and how do I get a marker on that spot...?Goal is to spawn a bunch of enemies at half the walking track, from where ever the crashsite is to the destination... Share this post Link to post Share on other sites
jshock 513 Posted September 5, 2016 I'm going to assume here that the crashsite and destination are markers, _crashPos = getMarkerPos "crashSiteMarker"; _destination = getMarkerPos "destinationMarker"; _dir = [_crashPos,_destination] call BIS_fnc_relativeDirTo; _enemySpawnPosition = [_crashPos,((_crashPos distance _destination / 2)),_dir] call BIS_fnc_relPos; _spawnMarker = createMarker ["enemySpawnMarker",_enemySpawnPosition]; Share this post Link to post Share on other sites
Djavu 9 Posted May 27, 2017 Hello. How to activate a trigger based on distance, for example: (Player distance object) <5, so that it works with any player in Multi player? Share this post Link to post Share on other sites
jshock 513 Posted May 27, 2017 {_x distance object < 5} count allPlayers > 0 Share this post Link to post Share on other sites
Djavu 9 Posted May 27, 2017 Thank you. It works perfectly Share this post Link to post Share on other sites
Djavu 9 Posted May 27, 2017 Just one more question, let's say the trigger triggered when the player came close to the hostage, the same was released, how to make the refem unite to this player? Sorry for my ignorance, but in SP everything is easier ... Share this post Link to post Share on other sites
Grumpy Old Man 3548 Posted May 27, 2017 54 minutes ago, Dinei Devos said: refem unite to this player What do you mean by this? Make the unit join the player? Cheers Share this post Link to post Share on other sites
Djavu 9 Posted May 27, 2017 14 minutes ago, Grumpy Old Man said: O que você quer dizer com isso? Fazer a unidade juntar o jogador? Felicidades In Multi player Trigger in condition: {_x distance hostage <5} count allPlayers> 0 On activation: ????? hostage to join the player group Share this post Link to post Share on other sites
jshock 513 Posted May 27, 2017 (edited) Condition: {if (_x distance hostage < 5) exitWith {missionNamespace setVariable ["executingPlayer",_x]; true;}; false;} count allPlayers > 0 OnAct: tempVar = missionNamespace getVariable ["executingPlayer",nil]; if (!isNil "tempVar") then {[hostage] join (group tempVar)}; tempVar = nil; missionNamespace setVariable ["executingPlayer",nil]; This may be a little messy and there may be a better way of doing it, but I'm doing this quickly from my phone, so if it doesn't work or there is a better way hopefully someone else can help :). Edited May 27, 2017 by jshock Fixed join command usage (been a while since I've used it). Share this post Link to post Share on other sites
Grumpy Old Man 3548 Posted May 27, 2017 2 hours ago, Dinei Devos said: In Multi player Trigger in condition: {_x distance hostage <5} count allPlayers> 0 On activation: ????? hostage to join the player group Ah allright. So trigger condition: {_x distance hostage <5} count allPlayers> 0 On Activation: [Hostage] joinSilent group (allplayers select {_x distance hostage < 5 AND alive _x} select 0); deleteVehicle thisTrigger; Cheers 1 Share this post Link to post Share on other sites