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Lowe

Play area limitations: help please! :)

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Right then, I've found this post:

http://forums.bistudio.com/showthread.php?t=54869&highlight=play+area

My question is though, what do I do with this code and where do I put it or activate it? Is it a new file and then on activation I have to run that file through the trigger or what?

Oh - and the on the end, isn't that Vbulletin code?

Cheers! :)

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I just put a warning trigger (like, BLUFOR PRESENT) with a hint saying "Proceed and die", then a bit further past that one that kills them. :) as detailed in the post you linked. Since that post is all screwed up with HTML, here it is reposted:

{if (condition) then {_X setdammage 1}} foreach thislist;

Condition would be any condition of your chosing. You can use the variable _X in the condition as the unit in question. Here's an example that lets 2 units (named soldier1 and soldier2) pass through unharmed:

{if (_X in [soldier1, soldier2]) then {_X setdammage 1}} foreach thislist;

Or if it's a certain group:

{if (_X in (units group1)) then {_X setdammage 1}} foreach thislist;

Or only 1 specific vehicle:

{if (_X == car1) then {_X setdammage 1}} foreach thislist;

Your condition can really be anything, if you don't know the commands well enough why don't you explain exactly what exceptions you mean so I can give you the proper code.

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{if(condition)then{_X setdammage 1}} foreach thislist

Condition would be any condition of your chosing. You can use the variable _X in the condition as the unit in question. Here's an example that lets 2 units (named soldier1 and soldier2) pass through unharmed:

{if(_X in [soldier1,soldier2])then{_X setdammage 1}} foreach thislist

Or if it's a certain group:

{if(_X in (units group1))then{_X setdammage 1}} foreach thislist

Or only 1 specific vehicle:

{if(_X == car1)then{_X setdammage 1}} foreach thislist

I fixed broken old forums code tags.

These all go in the on activation field of a trigger.

However this example was for ArmA and while it will work perfectly fine in ArmA 2, I think ArmA 2 already includes an easy to use zone restriction module (which ironically I don't know how to use :p).

Edit: Meh, was beated...

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Thanks very much. :)

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Unable to get this working using any of the below codes. The hint displays, so the trigger works fine.

{if (condition) then {_X setPos (getPos location1)}} foreach thislist; hint "test"

{if (condition) then {_X setdammage 1}} foreach thislist; hint "test"

:confused:

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