Purzel 35 Posted July 28, 2019 Hi, there... which trigger-condition do I have to use to check if the R-750 Cronus-Radar or the S-750 Rhea-SAM-Launcher is hacked by a BLUFOR-player via dropdown-menu ? (Hacking only works with an UAV-operator with uav-terminal standing directly in front of the radar/sam.) Thanks a lot for your help. Greetings Purzel A big THX to all, who helped me with this!Solution: Trigger: Activation "NONE", this in the Condition field (unit named appropriately): side unit == west Share this post Link to post Share on other sites
Purzel 35 Posted July 29, 2019 any clues? I can´t find anything the internet...? I never noticed that function before, maybe it came with the Contact-DLC...? Share this post Link to post Share on other sites
pierremgi 4933 Posted July 29, 2019 What do you mean by "hack" for a radar or a launcher? You can do what you want with bis_fnc_holdActionAdd Share this post Link to post Share on other sites
Purzel 35 Posted July 29, 2019 Put a blufor-uav-operator-guy (player) in front of that enemy radar or SAM-launcher, walk to it and choose "hack ..." in mousewheel-dropdown-menu. If you have a uav-terminal, you can take control over it and use it against its own side. What I need is the trigger condition, if its hacked. Share this post Link to post Share on other sites
wogz187 1086 Posted July 29, 2019 @Purzel When the device (UAV/SAM) is hacked, does it switch sides? If so maybe something like this will help. Otherwise there is an empty spot on the wiki where your answer is supposed to be, here. Share this post Link to post Share on other sites
Grumpy Old Man 3550 Posted July 29, 2019 4 minutes ago, wogz187 said: @Purzel When the device (UAV/SAM) is hacked, does it switch sides? If so maybe something like this will help. Otherwise there is an empty spot on the wiki where your answer is supposed to be, here. It's a simple side switch from what I can tell, no in game variable, command or anything else happening. So yes, a simple side check will do. A bit disappointing that it's nothing more than a simple action activation and animation. At least some "hacking in the 90s" action would be neat. To give a unit hacking ability use setUnitTrait. Changelog where the functionality has been added: Cheers 1 Share this post Link to post Share on other sites
wogz187 1086 Posted July 29, 2019 @Grumpy Old Man, Quote To give a unit hacking ability use setUnitTrait. So with that variable true it does not require a terminal? Or the terminal is necessary regardless and setUnitTrait just makes it so classes other than UAV operator can do the hack function?@Purzel will need a condition like, if (side hackSAM == west) then { hint "It's ours now." }; Is that right? Share this post Link to post Share on other sites
Purzel 35 Posted July 29, 2019 right, but as trigger condition? Share this post Link to post Share on other sites
wogz187 1086 Posted July 29, 2019 @Purzel, Activation "NONE", this in the Condition field (named appropriately). side unit == west Share this post Link to post Share on other sites
Purzel 35 Posted July 29, 2019 1 hour ago, wogz187 said: @Purzel, Activation "NONE", this in the Condition field (named appropriately). side unit == west Works like charms! THX!!! 1 Share this post Link to post Share on other sites