j w 0 Posted February 27, 2006 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 Share this post Link to post Share on other sites
steve1982 0 Posted February 27, 2006 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 Share this post Link to post Share on other sites
j w 0 Posted February 27, 2006 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 Share this post Link to post Share on other sites
steve1982 0 Posted February 27, 2006 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
thobson 38 Posted February 27, 2006 count magazines tank1 < 1 will be true when the tank has no magazines Share this post Link to post Share on other sites
raptorsaurus 0 Posted March 22, 2006 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