frederf 0 Posted March 20, 2007 I wanted one barrel in a mission to have a PoP (probability of presence of 0.5 and the other barrel only to show up if the other one isn't going to spawn. How can I do this simply without create unit or destroy unit? If I have one unit initialize with a boolean true variable, it doesn't seem to matter if the unit materializes via PoP or not, the same initialization code is run regardless, so the second barrel with condition !(first_barrel) is never satisfied. I know this seems like a dumb question, but having "mutually exclusive" spawns is a rather basic premise. Share this post Link to post Share on other sites
celery 8 Posted March 21, 2007 Even though I have a huge brain I can't think of any way other than camcreate or createvehicle. Why isn't creating or deleting possible? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 21, 2007 Name the first barrel (the one with probability of presence at 0.5), then in the condition of presence for the 2nd barrel do this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">isNull barrel1 Share this post Link to post Share on other sites
frederf 0 Posted March 21, 2007 Nope, doesn't work. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 21, 2007 Nope, doesn't work. Well that's some helpful information... was the 2nd barrel there every time or not there at all? Share this post Link to post Share on other sites
NeZz_DK 1 Posted March 21, 2007 first one is set to pop 0.5 the second condition of presence is set to "!alive first" and pop 1 this works for me with a leader and some squad members I just use alive leader instead for the other units in the squad Share this post Link to post Share on other sites
UNN 0 Posted March 21, 2007 I think the problem is, when the Barrel with the probability setting is not created, then: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">!first_barrel Returns an error because the variable\object was never initialised. If that is the case you can try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Call {_T=False; If !IsNull first_barrel Then {_T=True}; !_T} This will return True, if the first barrel was not created in the misison. In this example, first_barrel has to be the name you give the object in the mission editor. Share this post Link to post Share on other sites
NeZz_DK 1 Posted March 21, 2007 barrel1 pop 50% Init: deleteVehicle barrel2; barrel2 pop 100% barrel1 does only execute Init if its present and if isnt then the second barrel is present Share this post Link to post Share on other sites