ALPHIVE 14 Posted November 6, 2019 I everybody, I would make an addaction system for my hangar with spinning light from "mounted device" object I know that with projectors, if i set damage to 0.2 if i remember correclty, it turns off the light So, I wanted make an addaction on computer that activate the spinning light of the mounted device, while 30 seconds, and after it comes back to its initial state How can i do this ? If there is no command for this, how can i set damage on this object while 30 second, and after comes back to initial no damage state ? Thabk you by advance Share this post Link to post Share on other sites
wogz187 1086 Posted November 6, 2019 @ALPHIVE, I'm not 100% sure what we're doing but this function should help you figure it out, Spoiler you_fnc_lightThingy= { params [["_caller", objNULL], ["_on", false]]; if (_on) then { _caller setdamage 0.2; //do damage sleep 30; _caller setdamage 0; //fix damage [_caller, true]spawn you_fnc_lightThingy; //repeat } else { _caller setDamage 0; }; }; // call with: [object, true] spawn you_fnc_lightThingy; Call this on your object to start a 30 second cycle of damage/repair.setDamage oops, we forgot the addAction/hold addAction Spoiler lightThing=[ player, "Enable Light Thing", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "alive player", "alive object", {}, {}, { [object, true] spawn you_fnc_lightThingy; }, {}, [], 2, 0, false, true] call BIS_fnc_holdActionAdd; // be sure to configure the name for "object" Have fun! 1 Share this post Link to post Share on other sites
killzone_kid 1331 Posted November 7, 2019 23 hours ago, ALPHIVE said: if i set damage to 0.2 if i remember correclty, it turns off the light switchLight will probably work in this case 1 Share this post Link to post Share on other sites
ALPHIVE 14 Posted November 7, 2019 @killzone_kid thank you it works with trigger, but i have an issue that i do not understand when i pass through addaction I placed a "mobile device" (with the spinning light) named alarmgyro and a computer. In the computer init i past following code : this addAction["ALARM ON", alarmgyro1 switchLight "ON"]; this addAction["ALARM OFF", alarmgyro1 switchLight "OFF"]; And when i test, the light is already off, and i can not activate it, why ? Is there a way to use addaction to active/deactivate light simply ? Share this post Link to post Share on other sites
killzone_kid 1331 Posted November 7, 2019 addAction takes either code or string as second param on right hand side, you pass neither. Read the documentation for it. Share this post Link to post Share on other sites