Jump to content
Sign in to follow this  
j w

Brake then make

Recommended Posts

I'm trying to do this by triggers:

M113 (tank1) is destroyed. 10 sec after it's up and running again.

So I tried to make a trigger;

Trigger 1:

Condition: tank1 getDammage 1

On Activation: A1=true

Repetedly

Trigger 2:

Condition: this

On Activation: tank1 setDammage 0

(10 sec countdown in all fields)

Repetedly.

I get the error:

unknown operator getDammage

Also tested with:

tank1 NOT canMove

but get the same error.

What am I doing wrong?

Thanks in advance

//JW

smile_o.gif

Share this post


Link to post
Share on other sites

is works like this: damage obj of getdamage obj

in your case: condition damage m113 == 1

! alive m113 would also work.

! canmove m113 also perhaps

I personally would have prefered predicates in the scripting language, eq alive(player), but that's just the logician in me speaking wink_o.gif

Share this post


Link to post
Share on other sites

Worked, but if you blow it up twice, it wont "heal" the second time.

Is there also a equal command for ammo, like, no ammo -> full ammo after 20 sec.

Thanks in advance.

//JW

smile_o.gif

Share this post


Link to post
Share on other sites

did a quick check, works with ! alive m113

and the trigger set to : repeatedly and with a 1 second countdown (just filled all slots with '1' )

perhaps you'll find this usefull: flashpoint comref

Share this post


Link to post
Share on other sites

count magazines tank1 < 1

will be true when the tank has no magazines

Share this post


Link to post
Share on other sites

You can also use:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">! someAmmo m113

The "someAmmo" cammand returns true if the vehicle has ammo and false if it has no ammo.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×