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Bangomango

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Posts posted by Bangomango


  1. Is it possible to temporarily "disable" respawning at a marker? I am trying to make a "capture towns" multiplayer mission, where when a town is captured by a side (used seized by) a variable is set for who captured it (I am using this: *town name + "status"* = "*side (BLU and IND in this case)*" ). When a town is captured I want to have a respawn marker so that soldiers of the side that owns it can respawn there. I was thinking of having a respawn marker for both sides at each town, if it is possible to "deactivate" one (using BASE respawn). If there is a better way please tell me. Thank you!

    By the way, I am using the Town Construction Kit module in Desert for the towns


  2. In the editor I have a civilian doctor with the name "Doctor". He has an action called "Check Doctor's health" which corresponds to my dochealth.sqs file. Here are the contents of the .sqs file:

    if ((damage Doctor)==0) then {hint "Doctor is in perfect health";};

    if (0<(damage Doctor)<.25) then {hint "Doctor is in good health";};

    if (.25=<(damage Doctor)<.50) then {hint "Doctor is in fair health";};

    if (.50=<(damage Doctor)<.75) then {hint "Doctor is in poor health";};

    if (.75=<(damage Doctor)<.90) then {hint "Doctor is in very poor health";};

    if (.90=<(damage Doctor)<1) then {hint "Doctor is at critical health";};

    The "Doctor is in perfect health" works fine.

    However, when I am damaged and do the action, no hint pops up.

    Am I formating the number comparison wrong, where it can only have two sides, or am seperating the if/then statements incorrectly.

    Thanks.

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