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Showing results for tags 'istouchingground'.
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I'm finishing a script to release soon but I am facing an annoying bug around isTouchingGround I guess. // scope: checking if the "special boxes" are in good conditions: // _specialBox = _x; if ( !(isTouchingGround _x) OR (underwater _x) OR (speed _x > 0) ) exitWith { ["The box doesn't meet the conditions to work!"] remoteExec ["systemChat", _eachHumamPlayer]; }; What I expect: if the box/object is NOT touching the ground, or is under the water, or even is moving, that message above MUST shows up to the player. What is happening now: Even the object touching the ground, not underwater and totally stopped, the message is running for the player. Tests: If I remove just that piece "!(isTouchingGround _x)" everything runs as fine as possible with that important feature missing. I already checked the syntax and looks correct. I did a few investigations (below) about isTouchingGround bugs but no clue what exactly I am facing here. https://www.reddit.com/r/armadev/comments/fal7ko/whats_wrong_with_my_code/ https://forums.bohemia.net/forums/topic/149495-istouchingground-help-needed/ What am I missing?
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Hello, instead of placing a huge mienfield with hundreds or thousands of actual mines, i want to make map areas off limits, with a trigger based kill-zone/minefield. i have a trigger in mind with "on activation" = {_x setDammage 1} foreach thisList but i want it to apply only to units touching the ground. so i would probably need: isTouchingGround but i don't know how to combine it in the trigger field. i would like to have it super simple with just a trigger and without calling external scripts. also is there a way to simulate the visual feedback (heat-map) and audio feedback (beeping) from the mine detector item? maybe a marker area that triggers the mine detector? that would be super neat as a very immersive way of warning the players instead of having just a hint on screen. thanks!
- 5 replies
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- trigger
- setdammage
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