Jex =TE= 0 Posted January 28, 2009 I'm trying to make a wrecked UH60 an objective the team have to secure i.e. blow up. So far I have hidden a radio (Called Radio1) in the wreck and when I place the satchel and detonate it - it takes out the radio and satisfies the objective and I can complete the mission. However, I want to have the UH60 spawn randomly using a 500m Placement Radius. 1) How do I get the Radio to follow the UH60 or 2) How do I destroy the UH60? Is there a way to make a trigger detect a satchel charge going off? Or is there an alternative to the above? Thanks, Share this post Link to post Share on other sites
charliereddog 9 Posted January 29, 2009 1 method would be to have a simple little script run a second after the mission starts, or from a trigger condition - time>1 on activation - radio1 setpos getpos chopwreck radio1 is name of radio object chopwreck is name of chopper wreck funnily enough. Share this post Link to post Share on other sites
Namikaze 0 Posted January 29, 2009 You might also be able to put a "killed" event handler on the satchel. If it's placed by the player, you'll have to create the event handler through a "fired" event handler. Which sounds more complicated than it is. Share this post Link to post Share on other sites
icfhoop 0 Posted January 30, 2009 Sorry, not trying to steal your thread, but I want to keep it limited plus this is exactly what I am having issues with aswell. My question how do you make an event handler when a Satchel is detonated. Thanks. Share this post Link to post Share on other sites
Namikaze 0 Posted January 30, 2009 Like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> object1 addEventHandler ["killed", {object2 addEventHandler ["killed", {hint "this is the second event handler";}];}]; It's probably easier to read like this: pastebin link Share this post Link to post Share on other sites
icfhoop 0 Posted January 30, 2009 So object1 is the name of the person who is detonating correct? And does this go in a trigger on in a script? Thanks Share this post Link to post Share on other sites
Namikaze 0 Posted February 2, 2009 Yes, object1 is the person "firing" the satchel. Which is to say, placing it. I don't know if placing the satchel triggers a "fired" event handler, but if it does, then it should do the trick. Use a "fired" event handler to create the "killed" event handler. This theory is untested though, and relies on the event handlers triggering on the right conditions. Share this post Link to post Share on other sites
Jex =TE= 0 Posted February 10, 2009 Presumably you could make it a player in a group detonating the satchel rather than just a player? Share this post Link to post Share on other sites
Jex =TE= 0 Posted February 10, 2009 So object1 is the name of the person who is detonating correct? Â And does this go in a trigger on in a script? Â Thanks Did you manage to get this working? Share this post Link to post Share on other sites
icfhoop 0 Posted February 10, 2009 I have tried and tried but I cant get it to work either. So if any new solutions would be good. Share this post Link to post Share on other sites