zinc 0 Posted April 16, 2007 Condition: !(alive X) AND (alive Y) On Activation: A doTarget Z I have some similar simple 'repeating' triggers setup like the one above. However, when I eventually get to the enemy targets position (yellow box) it's wondered off somewhere leaving an 'empty' target box at it's original location. Is there anyway to keep an object targetted 'accurately' without using scripts? (regardless of distance to target) Or do I need to remove the target each cycle and re-target to update it's new position and distance to target on screen? All help appreciated. Share this post Link to post Share on other sites
UNN 0 Posted April 17, 2007 Quote[/b] ]Is there anyway to keep an object targetted 'accurately' without using scripts? (regardless of distance to target) No, at the end of the day it all depends on the ability of the unit in question to identify the target. For example, while pitching an East aligned Harrier against a West aligned Harrier, you can reveal and target, either one, at distances greater than 1800m. But it will only return a positive lock (accurate positional info) once you're within 1800m. All this depends on the config of the addon your using, if you exceed it's range then you will be given a generalised estimate of it's position. Hence, the empty target. All you can do is perform the commands in a loop. So you at least get an updated estimate, when out of range. Share this post Link to post Share on other sites
zinc 0 Posted April 17, 2007 All you can do is perform the commands in a loop. So you at least get an updated estimate, when out of range. Ah, thanks. Share this post Link to post Share on other sites
ArMoGaDoN 0 Posted June 9, 2007 That loop idea works fine - thanks for the tip. I cannot get the doTarget or commandTarget working for the player though, only seems to work with AI, or if you have an AI gunner in your vehicle when the command can go to your number 2. No use in Harrier as player-pilot or Ka-50 for example. You get the tiny-yellow square to say that you SHOULD target that particular vehicle, but if the target's engine is off or it's an empty vehicle then you have no way to actually select/designate/lock it as target. What I need is a way to select the player's target in-script when player is the sole occupant of the vehicle. CAN this be done? Â Have checked all the Wiki, all the forum, all the command-ref and come up blank. Has anyone ever managed to force the player, say in Ka50, to get a target-lock using a script? I have the rest of a radar targeting system worked out and coded, even down to keyboard-activated scripts to run the menu - but without being able to designate and lock the player's target from script it cannot work. Please, anybody know? Share this post Link to post Share on other sites
Chip360 0 Posted June 10, 2007 On Activation: A doTarget Z Mmm, that sounds dirty! Share this post Link to post Share on other sites