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Shark111

Question about actions

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First mission finally completed and released. Now I have a question, for the second, about using custom actions with AI units. I explain: it’s dark, and you must find some Scud launchers located somewhere in the island, without being spotted by the enemy, elsewise they will start a massive ballistic attack. It would be hard to do, if the Scud launchers had the lights off! But every time a soldier gets in one of them, he turns lights on. I tried scripting this:

_scuddriver action [“lightoffâ€]

where _scuddriver refers, obviously, to the scud driver. Did this too:

_scuddriver action [“lightoffâ€, vehicle(_scuddriver)]

both without result. I think my tutorial about action strings is not very reliable. Could someone tell me what is wrong or another way to turn off those lights?

Thx.

...somewhere a shark hopes to meet ya...

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Try Setbehaviour "stealth" on the scud.

RED

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Tried. It works biggrin_o.gif .

No more to discuss about this topic.

Thanks.

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You could also just make an empty SCUD.

If you need to tie the SCUD to a trigger for some reason, just put the empty SCUD in the same group as the trigger (push F2, drag from the trigger to the SCUD). Usefully if you want to use an "empty" vehicle in a trigger.

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You're a fast learner, aint'cha, FS? wink_o.gif

Another way is to name the SCUD. 'scud1' or something obvious like that should do.

Create a trigger and set all it's properties, then in the Condition field, put:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NOT alive(scud1)

...then when the SCUD is blown to France, the trigger will activate. A bit longer, but it is another option.

[Gareth Gates must die]

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