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Frugo_PL

Launching a script when a flare is shot up

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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.

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</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

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</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)

   - 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? confused.gif

Could you tell me where I can get this script?

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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

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