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Hello everyone,

 

and thank you for taking the time. As the title suggests this is what I am trying to work out and I have been trying to learn and figure this out on my own for almost two weeks now.

I have done many different tests and workarounds but not managed to solve it;

 

What I am trying to create is a script that when any and all AI is killed, pre-placed or spawned, all numbers of a specific inventory item .. in this case first aid kits are removed.

I don't want any of the enemies to have any first aid kits at all. In my case as a Zeus, I want to manage the number of first aid kits given to players on my own and that they will not loot them on bodies for themselves.

 

- removeItem command solves the issue, but it also removes many other items.

- removeItem(s) has not worked out during my testing either.

- removeAssignedItems is not what I am looking for either.

 

 

Some different attempts so far which has not worked:

{

if (!isPlayer _x) then

{

	_x removeItems "vn_o_item_firstaid_01";
	_x removeItems "vn_b_item_firstaid_01";
	_x removeItems "vn_o_item_firstaidkit";
	_x removeItems "vn_b_item_firstaidkit";
	_x removeItems "Item_FirstAidKit";
};

} foreach (allUnits);
	if (faction _killed == "O_PAVN") then {
	removeItems "vn_o_item_firstaid_01" _killed;
	removeItems "vn_b_item_firstaid_01" _killed;
	removeItems "vn_o_item_firstaidkit" _killed;
	removeItems "vn_b_item_firstaidkit" _killed;
	removeItems "Item_FirstAidKit" _killed;
		deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]);
		
	};

Any feedback is appreciated!

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How about: 

Place man A1 on the map with the exact load out

 

Place man A2 on the map with the exact load out (except for a first aid kit)

 

trigger:  If man A1 is killed,  man A2 is  transported to required location.

 

.

 

 

 

 

 

 

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1 hour ago, Joe98 said:

How about: 

Place man A1 on the map with the exact load out

 

Place man A2 on the map with the exact load out (except for a first aid kit)

 

trigger:  If man A1 is killed,  man A2 is  transported to required location.

 

.

 

 

 

 

 

 

Optimally I would want a script to deal with it as I am busy a great deal as a Zeus. I would also want to be able to spawn units on the get-go and with lots of different types of gear. 

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Try:

 

{_unit = _x; {_unit removeItems _x} forEach ["vn_b_item_firstaidkit","vn_o_item_firstaidkit","FirstAidKit","Medikit","vn_b_item_medikit_01"]} forEach (allUnits select {!isPlayer _x})

 

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4 hours ago, pierremgi said:

Try:

 


{_unit = _x; {_unit removeItems _x} forEach ["vn_b_item_firstaidkit","vn_o_item_firstaidkit","FirstAidKit","Medikit","vn_b_item_medikit_01"]} forEach (allUnits select {!isPlayer _x})

 

 

Cheers pierremgi,

It makes no difference so far. All medical items in the inventory of AI are there as normal.

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3 hours ago, saddle said:

 

Cheers pierremgi,

It makes no difference so far. All medical items in the inventory of AI are there as normal.

That works for me. I tested before posted. Are you sure you tested my code? In which context (DLCs, mods, script, trigger...)?
What a watch line (console) returns if you point at a unit  testing : items cursorObject arrayIntersect items cursorObject  ?

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2 hours ago, pierremgi said:

That works for me. I tested before posted. Are you sure you tested my code? In which context (DLCs, mods, script, trigger...)?
What a watch line (console) returns if you point at a unit  testing : items cursorObject arrayIntersect items cursorObject  ?

I did test the code, but now I am starting to think that I have been testing it wrong .. I do want it in a script, as in an sql file. This is how I test it?

Running the Prairie Fire DLC, but I assume that is no issue since the classnames are already set to the DLC first aid kits and not the standard

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