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I've been using this which works fine if everyone's in the same vehicle

 

[] spawn {  
["Get ready for Quick Travel",0,0,6,0.2,0,789] spawn BIS_fnc_dynamicText;

uisleep 5;   
[0] remoteExec ["BIS_fnc_fadeEffect"]; 
uisleep 3;
(vehicle player) setPos ([4137.54,2133.24,0]);  
uisleep 1; 
[1] remoteExec ["BIS_fnc_fadeEffect"];
uisleep 2; 
};

 

The new mission I'm working on has two sherman tanks with players in each,  I want to reposition both to save travel time.

Any suggestions to make this work without both tanks spawning on top of each other?

 

Players are named p1,p2 etc.

 

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P1 setPos somewhere;

P2 setPos somewhere else;

 

What else?

Note: if a player is in a vehicle, the vehicle + crew teleport.

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Thanks Pierre

Didn't realize         "Note: if a player is in a vehicle, the vehicle + crew teleport."

 

P2 setPos somewhere else;

So if I instruct say p2 into the second tank and set up a second trigger, p2 and all occupants will relocate to designated coordinates?

 

I didn't want to find out the hard way, in mission.

 

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12 minutes ago, fawlty said:

 

I didn't want to find out the hard way, in mission.


 


You shouldn't and you actually don't HAVE to 😉

Just go for the editor, create a new VR. Add a trigger which activates on player presence, making it execute those "teleport" codes for the units you add also in the editor. You can test all those suggestions almost instantly.

And don't make them your enemies: add friendly units in another group, so you can watch closely, with no intervene except by activating the trigger.

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