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Found 9 results

  1. Hey folks, I want some more fire in the air so I am placing some tracer modules at the beginning of my mission but I want them to disappear after some time. I tried deleteVehicle and [tracer_1, 1] remoteExec ["setDamage"]; but they don't disapear. Could you people help me with this? Chee...
  2. I have some boxes (Weapon's Cache) scattered across my map. They can be "retrieved" by any BLUFOR player (BLUFOR player has to use the hold action), which removes the box, adds CuratorPoints to all BLUFOR Curators and removes the question mark from the map (where the box is located)....
  3. Hello, I would like know how i can detect when a player drop an item for delete it. I have try with "addEventHandler Put" but the return of item is type string and DeleteVehicle use type object.. Thank you! (Sorry for my bad english)
  4. I have 6 potential FIA Weapon Caches scattered around the map. (3 normal weapon caches, 3 special weapon caches). At the start of the mission, I would like all except for 1 from each weapon cache type to be deleted from the map, so I am only left with 2 weapon caches on the map. (Each weapon cache h...
  5. I am making a SP game and i want to delete some vehicles when i don't need them anymore like heli, trucks and planes. {deleteVehicle _x} forEach crew (dropoff) + [dropoff] this i have in ACT in trigger but i only delete the truck when it drives inside the trigger if i put {deleteVehi...
  6. Hello, Hmal = createVehicle ["Land_PlasticCase_01_small_F","M1" call BIS_fnc_randomPosTrigger, [], 0, "CAN_COLLIDE"]; _hbatimentPos = nearestBuilding getpos Hmal; _hBatiment = nearestBuilding _hbatimentPos; Hmal setPosATL (_hBatiment buildingPos 1); [[Hmal, ["= Collecter =", "if (is...
  7. This is the trigger on Act: {deleteVehicle _x} forEach thisList; I want to disable deletion for three Hemtt trucks (rearm, refuel, repair) placed in that area. I called them Refuel_Truck, Repair_Truck and Rearm_Truck. How? And if u gave me an example i would be pleasured.
  8. Hi everyone! I've faced a problem, when spawning a structure, consisting of 500+ objects, on demand. When it happens, one or another random object from this structure doesn't show itself physically (for every player, so it seems to be not a client-side problem). I'm wondering if there's a way to p...
  9. addMissionEventHandler [ "EntityKilled", { params [ "_killed", "_killer" ]; _target = cursorTarget; _body = []; if ( typeOf _killed isKindOf "Man") then { _killed addAction ["<img image='\a3\ui_f\data\gui\cfg\debriefing\enddeath_ca.paa' align='center' size='1.2'/>{Bury T...
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