Frugo_PL 0 Posted February 15, 2003 I have been wondering how to make initiate a script when the player luanches a flare up in the air. As far as I know there is no command for checking if the flare was launched, so I'm just curious if there's a walk around. Share this post Link to post Share on other sites
Doolittle 0 Posted February 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">onFlare.sqs - launched when illuminating shell is lit(since 1.45) - arguments: [[r, g, b], gunner] - r, g, b is light color <span id='postcolor'> They knew EXACTLY what you wanted, eh? Doolittle Share this post Link to post Share on other sites
Frugo_PL 0 Posted February 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Doolittle @ Feb. 14 2003,21:05)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">onFlare.sqs - launched when illuminating shell is lit(since 1.45) Â Â - arguments: [[r, g, b], gunner] - r, g, b is light color <span id='postcolor'> They knew EXACTLY what you wanted, eh? Doolittle<span id='postcolor'> What good is this info to me if I don't have the script? Could you tell me where I can get this script? Share this post Link to post Share on other sites
bn880 5 Posted February 15, 2003 Simply create this onFlare.sqs script in your mission folder. _colorArray = _this select 0; will be the color array _gunner = _this select 1; will be the guner that shot the flare Share this post Link to post Share on other sites