A.J.Sawyer 0 Posted February 21, 2007 How can you set it so that the "Pop up target E" remains in the down position once it has been shot? If i'm right in thinking the resurection of the target is done by an event which I have no control over. Anyone have any ideas of how to do it? Also if possible I wouldnt mind having the targets pop back up after a certain length of time, 5mins or something. Thanks for any help Share this post Link to post Share on other sites
A.J.Sawyer 0 Posted February 22, 2007 So yeh, ehh...this things still bugging me. its pretty weird though, is the things classed as dead when you hit it thats why it goes down? Share this post Link to post Share on other sites
deanosbeano 0 Posted February 22, 2007 hi sorry i had to rush this but youre obviously struggling i noticed that some anim was available in the ca pbo. so i adapted it for your use. put this in the pop up target init. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["hit",{[this,10] exec "downed.sqs"}] this is well the target 10 is time before it pop up in seconds downed sqs = <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~.5 ?_target animationPhase "terc" > 0: goto "end" _target= _this select 0 _timedelay = _this select 1 _i = 0 _timeto = _timedelay * 10 ;_target setdammage 0 #loop _i = _i + 1 _target animate["terc",1] ? (_i == _timeto) : goto "end" ~.01 ;hint format [" i= %1 timeto = %2", _i,_timeto] goto "loop" #end _target animate["terc",0] hope it helps , i am sure it is more efficient with sqf but ,its not my field Share this post Link to post Share on other sites
kronzky 5 Posted February 22, 2007 Somewhere in your mission, declare "nopop=true", and all those pop-up targets will stay down. To set it back up again, you need to name the target (e.g. T1), and then call it with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">T1 animate ["terc",0] ["terc",1] will put it into the downward position. Share this post Link to post Share on other sites
A.J.Sawyer 0 Posted February 22, 2007 Wow thanks for the help guys. really appreciate it. Deano I have tried your method but it doesnt seem to work. I have the down.sqs like you have any set the initialzation to the same but the target is having none of it. NVM- I got it working, thanks again Share this post Link to post Share on other sites
deanosbeano 0 Posted February 22, 2007 well i tested it m8. its obvioulsy a syntax call the sqs downed and dont type .sqs lol thats downed Share this post Link to post Share on other sites
Dallas 9 Posted February 22, 2007 Can you tell me where and how to declare nopop=true? Share this post Link to post Share on other sites
deanosbeano 0 Posted February 22, 2007 you can stick it in any init . the variable itself is hardcoded to false in the game i believe. so where and whenever you want you can add the line you typed above nopop = true heres how bis use it <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_target= _this select 0 _target setdammage 0 ?_target animationPhase "terc" > 0: goto "end" _target animate["terc",1] ?nopop: goto "end" ~3 ?nopop: goto "end" ?alive _target: _target animate["terc",0] #end exit Share this post Link to post Share on other sites
A.J.Sawyer 0 Posted February 22, 2007 I put the nopopup= true in the game logic, for some reason the it wouldnt work in trigger. Share this post Link to post Share on other sites
MrWho 0 Posted March 6, 2007 Sorry, here is what I did. I cut and pasted the code into a text doc and saved out as downed.sqs  then added the next code into the int line of the object.  still was not able to get to work.  Any ideas? Please help Obey 1, your my only hope. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["hit",{[this,120] exec "downed.sqs"}] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ~.5 ?_target animationPhase "terc" > 0: goto "end" _target= _this select 0 _timedelay = _this select 1 _i = 0 _timeto = _timedelay * 120 ;_target setdammage 0 #loop _i = _i + 1 _target animate["terc",1] ? (_i == _timeto) : goto "end" ~.01 ;hint format [" i= %1  timeto = %2", _i,_timeto] goto "loop" #end _target animate["terc",0] Share this post Link to post Share on other sites
kronzky 5 Posted March 6, 2007 You don't need the script, just put nopop=true into any init field (your player's, the target's, a game logic's) and the targets will stay down. Also, it's not "nopopup=true", but "nopop=true", so watch your spelling... Share this post Link to post Share on other sites
MrWho 0 Posted March 7, 2007 WORKING!!!!     WORKING!!!! Here is what to do to make it work: Add this to the int line of the Popup target.  Where you see the 120, this is the delay time.  Only change this here!  Do not touch the bottom code. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addeventhandler ["hit",{[this,120] exec "downed.sqs"}] Open word pad, and copy and paste the following code in a text document.  Then rename your text document to downed.sqs   Now place this tex document into you mission dirctory you are working on.  Done, you are all set. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ~.5 ?_target animationPhase "terc" > 0: goto "end" _target= _this select 0 _timedelay = _this select 1 _i = 0 _timeto = _timedelay * 10 ;_target setdammage 0 #loop _i = _i + 1 _target animate["terc",1] ? (_i == _timeto) : goto "end" ~.01 ;hint format [" i= %1  timeto = %2", _i,_timeto] goto "loop" #end _target animate["terc",0] this addeventhandler ["hit",{[this,120] exec "downed.sqs"}] Pop up delay demo Share this post Link to post Share on other sites
5133p39 14 Posted March 7, 2007 I need it to pop back up after 2 minutes. Can this be done? try<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_target animate["terc",1]or<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_target animate["terc",0] Share this post Link to post Share on other sites
NiGHT WoLF 0 Posted March 7, 2007 I need it to pop back up after 2 minutes. Can this be done? best thing to do is probably a trigger with a count down of 120seconds, then do the On act as "targetname animate["terc",0]" (or which ever one sets it in the up position). you'd obvioustly have to have the conditions done properly but i'm not to sure how you'd go about doing that. Share this post Link to post Share on other sites
MrWho 0 Posted March 7, 2007 WORKING!!!!     WORKING!!!! Here is what to do to make it work: Add this to the int line of the Popup target.  Where you see the 120, this is the delay time.  Only change this here!  Do not touch the bottom code. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addeventhandler ["hit",{[this,120] exec "downed.sqs"}] Open word pad, and copy and paste the following code in a text document.  Then rename your text document to downed.sqs   Now place this tex document into you mission dirctory you are working on.  Done, you are all set. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ~.5 ?_target animationPhase "terc" > 0: goto "end" _target= _this select 0 _timedelay = _this select 1 _i = 0 _timeto = _timedelay * 10 ;_target setdammage 0 #loop _i = _i + 1 _target animate["terc",1] ? (_i == _timeto) : goto "end" ~.01 ;hint format [" i= %1  timeto = %2", _i,_timeto] goto "loop" #end _target animate["terc",0] this addeventhandler ["hit",{[this,120] exec "downed.sqs"}] Share this post Link to post Share on other sites
Knight Trane 0 Posted December 2, 2008 OK, MrWho, I copied and pasted your work and couldn't get it to work. Â Could it just be out dated because of the updates? Â Anyone? Kronzky, Quote[/b] ]put nopop=true into any init field (your player's, the target's, a game logic's) and the targets will stay down. Worked like a charm. Â What is that command"nopop"? 5133p39, I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">t1 animate["terc",1] in the init field of all my targets. Â "t1" is the name of the target. Replace "t1" with the name of your target. On mission startup, all targets are down. I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">t1 animate["terc",0] in the on activation field of trip wire, aka trigger. Â Now target pops up when trigger is tripped. "t1" the name of the target you want to activate. I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nopop = truein the init field of a game logic on the map. Â This keeps the targets down after they've been shot. This all works fine. Â I just have one question. How do I increase the number of shots it takes to knock it down? As always any and all help is appreciated. Knight Trane Share this post Link to post Share on other sites