RS30002 28 Posted June 27, 2022 Hi all, have a problem, attached a civilian speedboat inside the trawler to make it move, but the targeting is very inconsistent. Most of the times i cant pick it on radar or IR, there's a few times i can on IR but only from angles and its all so random. Any suggestions how to tackle this? Thanks in advance for any insights. 🍻 Share this post Link to post Share on other sites
RS30002 28 Posted June 28, 2022 Well, i managed to attach a howitzer to the deck and when it gets destroyed the hidden boat's damage is set to 1. It's not perfect but it works. On the plus side, the howitzer is live with a commander inside and provides some pitiful AA defense with the commander turret lmao. Does anyone know how to make these two things work together? Quote waitUntil {!(alive realboat1)}; ["task022", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; deleteMarker "trwlrmrkr1"; while {alive realboat1} do { "trwlrmrkr1" setmarkerpos (getpos realboat1); sleep 3; }; If i put the snippet that moves the marker above the end snippet the end doesnt work, if i switch it around the marker doesnt move 😪 Share this post Link to post Share on other sites
sarogahtyp 1109 Posted June 28, 2022 not tested: waitUntil { "trwlrmrkr1" setmarkerpos (getpos realboat1); sleep 3; !(alive realboat1) }; ["task022", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; deleteMarker "trwlrmrkr1"; 1 Share this post Link to post Share on other sites
RS30002 28 Posted June 28, 2022 1 hour ago, sarogahtyp said: not tested: waitUntil { "trwlrmrkr1" setmarkerpos (getpos realboat1); sleep 3; !(alive realboat1) }; ["task022", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; deleteMarker "trwlrmrkr1"; Ya, it works. Many thanks! 🍻 Share this post Link to post Share on other sites