rkemsley 10 Posted September 8, 2019 Does anyone have any idea how to use the function "BIS_fnc_isCuratorEditable" to kill curator editable units when they enter a trigger. I am trying to create a restriction zone around my map which kills the player and curator units when they enter the zone but will allow none curator units to pass through (so I can simulate reinforcements entering the region after a certain amount of time). I have been running some tests to get an idea on how the "BIS_fnc_isCuratorEditable" function works. I currently have four triggers around the map which tell me through a hint whether a unit is curator editable or not. Quote Zeus_T_ZoneRestriction%1Type: None Activation: Anybody Activation Type: PresentRepeatable: "Check"Server Only: "Uncheck"Condition: this && round ( time %1 ) == 1On Activation: hint str ( { [ _x ] call BIS_fnc_isCuratorEditable } forEach thisList ); I am now trying to work out how to change it from giving me a hint which is either true or false, to killing the unit if true or allow the unit through if false. Something along the lines of... Quote On Activation: { { [ _x ] call BIS_fnc_isCuratorEditable } forEach thisList; _x setDamage 1 } forEach thisList; Just can not seem to work it out. Also tried this to no avail... Quote On Activation: { if ( alive _x && [ _x ] call BIS_fnc_isCuratorEditable == true && _x in thisList ) then { _x setDamage 1; }; } forEach allUnits; Share this post Link to post Share on other sites
rkemsley 10 Posted September 9, 2019 Update to anyone who is interested. I have made some progress and have a trigger which differentiates between Curator editable units and none Curator editable units. Quote On Activation: { if ( alive _x && [ _x ] call BIS_fnc_isCuratorEditable isEqualTo true && _x in thisList ) then { _x setDamage 1; } } forEach allUnits; It currently does not seem to recognise Curator editable vehicles and will ignore them completely. Any advice would be very much appreciated! Share this post Link to post Share on other sites
rkemsley 10 Posted September 9, 2019 Done! This (Has not been tested in multiplayer) has had consistent success... Quote Zeus_T_ZoneRestriction%1Type: None Activation: Anybody Activation Type: PresentRepeatable: "Check"Server Only: "Uncheck"Condition: this && round ( time %1 ) == 1On Activation: { if ( alive _x && [ _x ] call BIS_fnc_isCuratorEditable isEqualTo true ) then { _x setDamage 1; } } forEach thisList; Share this post Link to post Share on other sites