the unknown 0 Posted March 17, 2006 Ok i am working on a limitation script to realisticly limit the area of operation so i tought why not make a bloody minefield. i know when i whould like use a minefield full of coc mines it whould lagg like hell. so i tought why not make a script the problem is that when you like run in the trigger that activates them only 2 of ppl that run into it will get there asses blowen off the rest survivece any ideas why it doesnt work. The script: ; ***************************************************** ; ** Operation Flashpoint Script File ; ***************************************************** ;triggerspecs ;activation: (side you want to blast to shit) present ;condition: this ;on activation: [] exec "mine.sqs" #check #pl1 ? (not (alive pl1)) : goto "pl2" _pos1 = getpos pl1 ? minefield1 distance pl1 <= 30 : goto "setpos1" ~0.01 #pl2 ? (not (alive pl2)) : goto "pl3" _pos2 = getpos pl2 ? minefield1 distance pl2 <= 30 : goto "setpos2" ~0.01 #pl3 ? (not (alive pl3)) : goto "pl4" _pos3 = getpos pl3 ? minefield1 distance pl3 <= 30 : goto "setpos3" ~0.01 #pl4 ? (not (alive pl4)) : goto "pl5" _pos4 = getpos pl4 ? minefield1 distance pl4 <= 30 : goto "setpos4" ~0.01 #pl5 ? (not (alive pl5)) : goto "pl6" _pos5 = getpos pl5 ? minefield1 distance pl5 <= 30 : goto "setpos5" ~0.01 #pl6 ? (not (alive pl6)) : goto "pl7" _pos6 = getpos pl6 ? minefield1 distance pl6 <= 30 : goto "setpos6" ~0.01 #pl7 ? (not (alive pl7)) : goto "pl8" _pos7 = getpos pl7 ? minefield1 distance pl7 <= 30 : goto "setpos7" ~0.01 #pl8 ? (not (alive pl7)) : goto "pl9" _pos8 = getpos pl8 ? minefield1 distance pl8 <= 30 : goto "setpos8" ~0.01 #pl9 ? (not (alive pl9)) : goto "exit" _pos9 = getpos pl9 ? minefield1 distance pl9 <= 30 : goto "setpos9" ~0.01 goto "exit" #setpos1 _mine1 = "cannon25he" CamCreate _pos1 CamDestroy _mine1 ~0.1 goto "pl2" #setpos2 _mine2 = "cannon25he" CamCreate _pos2 CamDestroy _mine2 ~0.1 goto "pl3" #setpos3 _mine3 = "cannon25he" CamCreate _pos3 CamDestroy _mine3 ~0.1 goto "pl4" #setpos4 _mine4 = "cannon25he" CamCreate _pos4 CamDestroy _mine4 ~0.1 goto "pl5" #setpos5 _mine5 = "cannon25he" CamCreate _pos5 CamDestroy _mine5 ~0.1 goto "pl6" #setpos6 _mine6 = "cannon25he" CamCreate _pos6 CamDestroy _mine6 ~0.1 goto "pl7" #setpos7 _mine7 = "cannon25he" CamCreate _pos7 CamDestroy _mine7 ~0.1 goto "pl8" #setpos8 _mine8 = "cannon25he" CamCreate _pos8 CamDestroy _mine8 ~0.1 goto "pl9" #setpos9 _mine9 = "cannon25he" CamCreate _pos9 CamDestroy _mine9 ~0.1 goto "exit" #exit exit The Unknown Share this post Link to post Share on other sites
wenker 0 Posted March 19, 2006 Why dont you set the damage on the other units in the trigger to invinsible and when they exit it the trigger they go back to normal. Share this post Link to post Share on other sites
the unknown 0 Posted March 19, 2006 Found it instead of letting the script go to exit afther player9 is death it will go to check and instead of going to the next player when they get blast to shit it will now go back to check and now it works. tnx for your help anyway The Unknown Share this post Link to post Share on other sites