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aook002

Trigger activation...

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hmm, let me clarify things to myself.

1: you have one empty helicopter

2: you have two pilots named P1 and P2

3: you order the pilots to get in using an "getIn" waypoint

4: you have placed an trigger in the area where the helicopter later chrases

5: this trigger is activated by west

6: your soldier then enters the trigger, and executes the script that checks if the pilots are alive or not.

I'm with you this far?

I suggest you to rewrite your script a little bit, using the exit statment I mentioned earlier, and place an "debug" thingy as follows

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

player sideChat format["Pilot1: %1, Pilot2: %2", P1,P2]

? (alive P1 && alive P2): goto "CaseA"

? (!(alive P1) && !(alive P2)): goto "CaseB"

? (alive P1  && !(alive P2)): goto "CaseC"

? (!(alive P1) && alive P2): goto "CaseD"

exit

;;--rest of script---

Your player should now say if everything is correct

Pilot1: west bravo 1, Pilot2: west bravo 2

(or similar)

if your player says something like

Pilot1: scalar bool apa..., Pilot2: scalar bool apa...

The game doesn't know what object it will check status of.

the reason I think is that they still aren't called P1 and P2 as the script you have without the "exit"-trap will just do this

? (alive P1 && alive P2): goto "CaseA"

this just returns null, script continues

? (!(alive P1) && !(alive P2)): goto "CaseB"

this just returns null, script continues

? (alive P1 && !(alive P2)): goto "CaseC"

this just returns null, script continues

? (!(alive P1) && alive P2): goto "CaseD"

this just returns null, script continues

and then runs:

#CaseA

S1 sideChat "Papa Bear, this is Rescue Team, both pilots are alive."

~2

[West, "HQ"] sideChat "Roger that Rescue Team. Escort both pilots to the evac site. Out."

P1 addeventhandler ["hit", {_this select 0 setdammage 0}]

P2 addeventhandler ["hit", {_this select 0 setdammage 0}]

exit

Please tell me your return information

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OMG!! Ive just remembered something!!!

I'm sooooo sorry  sad_o.gif  sad_o.gif  sad_o.gif

I put the pilots (P1 and P2) into the heli that doesnt crash, the one which takes you into the crash site!!!

Im soooo sorry

I feel stupid now

I better just change the pilot names around and see if it works

Aook :ashamed: sad_o.gif

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OMG!! Ive just remembered something!!!

I'm sooooo sorry  sad_o.gif  sad_o.gif  sad_o.gif

Nothing to be ashamed of, it happens to anyone I could assure you.

Please just tell us(me) if it turned out okay.

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@The_Taurus

I'm glad to announce, the script works like a charm  biggrin_o.gif

Thanks for all your help Taurus, raedor and others if there are any  tounge_o.gif

And, I do think there is something to be annoyed about because you did all that last piece of scripting for nothing. Well maybe not, it may come in handy for another person, who had the same problem as me.

Thanks Again

Aook  biggrin_o.gifbiggrin_o.gif  biggrin_o.gif

[EDIT] --> For any other people that want to use the script the code is here. The reason why 'caseD' and 'caseC' are switched is just so that the text relates to the status of pilots.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? (alive P1 && alive P2): goto "CaseA"

? (!(alive P1) && !(alive P2)): goto "CaseB"

? (alive P1  && !(alive P2)): goto "CaseD"

? (!(alive P1) && alive P2): goto "CaseC"

#CaseA

S1 sideChat "Papa Bear, this is Rescue Team, both pilots are alive."

~2

[West, "HQ"] sideChat "Roger that Rescue Team. Escort both pilots to the evac site. Out."

P1 addeventhandler ["hit", {_this select 0 setdammage 0}]

P2 addeventhandler ["hit", {_this select 0 setdammage 0}]

"2" objstatus "done"

"3" objstatus "active"

exit

#CaseB

S1 sideChat "Papa Bear, this is Rescue Team, Both pilots are dead, I repeat both pilots are dead."

~2

[West, "HQ"] sideChat "God Damnit! Ok Resuce Team, carry on to get the hostage. Out."

"2" objstatus "failed"

"3" objstatus "active"

"3" objstatus "failed"

"4" objstatus "active"

exit

#CaseC

S1 sideChat "Papa Bear, this is Rescue Team, the pilot's dead, but the gunner is alive."

~2

[West, "HQ"] sideChat "Roger That Rescue Team. Escort the gunner to the evac site. Out."

P2 addeventhandler ["hit", {_this select 0 setdammage 0}]

"2" objstatus "done"

"3" objstatus "active"

exit

#CaseD

S1 sideChat "Papa Bear, this is Rescue Team, the gunner is dead but the pilot is still alive"

~2

[West, "HQ"] sideChat "Roger that Rescue Team. Escort the gunner to the evac site. Out."

P1 addeventhandler ["hit", {_this select 0 setdammage 0}]

"2" objstatus "done"

"3" objstatus "active"

exit

Ignore the objstatus bits, im still adding to them, but all the rest works.

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