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Jex =TE=

How to make uh60 wreck a destroyable objective?

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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,

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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.

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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.

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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.

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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

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So object1 is the name of the person who is detonating correct? And does this go in a trigger on in a script? Thanks

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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.

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Presumably you could make it a player in a group detonating the satchel rather than just a player?

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So object1 is the name of the person who is detonating correct?  And does this go in a trigger on in a script?  Thanks

Did you manage to get this working? smile_o.gif

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I have tried and tried but I cant get it to work either. So if any new solutions would be good.

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