Jump to content
Sign in to follow this  
warnlz

revealing targets with a trigger

Recommended Posts

Im trying to create a no-mans land in my mish and want any independant forces entering the area to instantly be revealed to the defenders. Is it possible to do this with a single trigger? I know i can do it by using "sodier1 reveal soldier2" and scripting for every unit in play but id like to simplify it as much as possible. Also is there a way to reduce the static guns detectability so they are not instantly mowed down from miles away by the enemy?

Share this post


Link to post
Share on other sites

One way would be to create you Trigger and call it NoMansDetect. Then run this script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Defenders=[D1,D2];

WaitUntil

       {

               {

               _Invader=_x;

                       {

                       _x Reveal _Invader;

                       Sleep 0.1;

                       Player SideChat Format ["Time 1 %1",Time];

                       } ForEach _Defenders;

                       

               Sleep 0.1;

               Player SideChat Format ["Time 2 %1",Time];

               } ForEach (List NoMansDetect);

       Sleep 1;

       Player SideChat Format ["Time 3 %1",Time];

       };

I've kept the sidechats in so you can configure the sleep values and just in case anyone starts saying you cant use sleep like that smile_o.gif

The only issue is you have to build the list of Defenders. But there are plenty of ways of doing that, perhaps another triger.

Share this post


Link to post
Share on other sites

You could setCaptive them, which will prevent the enemy firing upon them. You could undo this when the enemy gets close using a trigger, or when the static guns open fire using an fired eventHandler.

Alternatively, you could create a new unit addon with a lower visability, as a units visability is defined in it's config. I do not know the values you'd need to change though.

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  

×