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the unknown

minefield

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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

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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.

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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

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