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Found 4 results

  1. In my Zeus vs Guerilla Zeus game, there are three BLUFOR Curators vs one Independent Curator. The Independent Curator wins when all of the BLUFOR Curators have died. However, the games can last quite a long time, and it can be quite boring for the dead BLUFOR Curators to sit out for the rest of the game. What I have decided is that once a BLUFOR Curator is killed, he respawns and is forced to play just in Curator mode. He is now unable to spawn more units and is only able to command BLUFOR units already on the map or control said units. I have written a short "onPlayerRespawn.sqf" script to do this (however, it is untested because I am currently at work). Wondering if anyone has any advice on a better way of doing this! Also, I have a problem now with ending the game due to the BLUFOR Curators respawning. Before, I had it so that the game ended and Independent won when all BLUFOR players were dead, which obviously won't work now! Edit: Ok, so I just got back from work and tested my script. It does work, provided that in my "description.ext" I have specified "respawnOnStart = -1;". What I am wondering is how I would then make Independent win when all BLUFOR Curators have died (now that they can respawn). Before, I had a trigger: Obviously, this will no longer work ^^
  2. HI, I was looking for a way to create a unit that can only be killed with a specific weapon class. Example: General "Tom(unit like a boss)" can only die by shots with a missile launcher, other like pistols, riffles, grenades, etc. they do not harm it. "unit" should have allowdamage false, except with the specific type of weapon (in this example missile launcher) EDIT: Create an unit (Will be the "boss" ) i call him Tom (you choose the name) -in the "boss" init put: this allowDamage false; -Place a Trigger with a size that can cover the boss´s domains, - Select Activation: any player, - Act. Type : present, -Check Repeat (if you change the weapon the boss will be "inmortal" again ) Cond (currentWeapon player isEqualTo "name of weapon") && alive Tom; //this part detects if you have that weapon in your hands (not backpack, hold, etc) and if the "boss" is alive. On Act. Tom allowDamage true; On Deact. Tom allowDamage false;
  3. Hello, I'd like to have a protection zone (spawn protection) for both human players and vehicles (empty or not) inside a trigger area. This should work in dedicated server environment. I've tried two slightly different approaches and neither of them work well enough. The most current I'm trying to get to work is one where I placed a trigger for Independent side with the following attributes: Type: None Activation: Independent Activation Type: Present Repetable [Yes] Server Only [No] Condition this On Activation {(player) allowDamage false} forEach playableUnits; hint "Spawn protection enabled"; On Deactiavation {(player) allowDamage true} forEach playableUnits; hint "Spawn protection disabled"; While testing this works quite nicely. Leaving the trigger area on foot makes the player vulnerable to everything that can actually kill the player. But as long as the player stays inside the trigger area he/she will be invulnerable. Pretty basic stuff I guess. But there's a catch: if the player spawns a vehicle inside the trigger area, jumps in the vehicle for a short moment, then jumps out and leaves the trigger area on foot and as long as the vehicle stays inside the trigger area the player will be invulnerable. Why is this happening and how would I go on to fix it? Earlier I was trying to use another approach to this: Type: None Activation: Independent Activation Type: Present Repetable [Yes] Server Only [No] Condition ((vehicle player) in thisList) On Activation {(vehicle player) allowDamage false} Foreach thislist; hint "Spawn protection enabled"; On Deactiavation {(vehicle player) allowDamage true} forEach [allUnits, vehicles]; hint "Spawn protection disabled"; This worked as well as the first one: when the player moves out of the trigger area on foot he/she will become vulnerable. But as with the another approach spawning a vehicle and getting in produces awkward result: now even if the player drives out of the trigger area he will be invulnerable indefinitely. So all in all neither of the two approaches work well enough. Also both of the alternatives don't make vehicles invulnerable at all when situated inside the trigger area. Any pointers how to achieve player and vehicle invulnerability at the same time using a trigger?
  4. So from what I've been able to figure out the code "player allowDamage true;" only gets done on the client that it's called on. In my mission I'm making this turns out really strange. In the begining everyone are unkillable (using allowDamage false) and then when the mission actually starts I want them to take damage. However, due to it not being called properly the players can kill themselves with grenades but not kill eachother.
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