Disarming Units, in MP again |
Disarming Units, in MP again |
May 12 2009, 20:43
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#1
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N00b always & everywhere Group: Members Posts: 430 Joined: 30-October 07 From: Wodzisław Śl. - Poland Member No.: 1,589 |
So, when player respawns (after 20 seconds) I want his weapons removed. I tried f*ckin' simple:
CODE _unit = this select 1 ~21 removeallweapons _unit ExIT THere couldnt be easier option but it simply... does not work Have anyone idea how to remove players weapons after spawn? |
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May 12 2009, 21:03
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#2
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
Make a trigger activated repeadetly with condition:
alive unit_name Put the 20 seconds in the time fields and on the activation field type: removeAllWeapons unit_name Simple as that. It will activate every time the unit respawns, after the specified time. This will get activated every time though, even at the start of the mission after the timer. If you only want it to take effect after one death, put something else in the condition field too, for example: unit_dead && alive unit_name Then make another trigger with condition: !alive unit_name And on the activation field type: unit_dead = true That should make the weapon removal trigger take effect after one death, in case you want it that way. You will need to make those triggers for every each one of the units, in case you want it to happen for several ones. This post has been edited by Rellikki: May 12 2009, 21:04 |
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May 13 2009, 16:38
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#3
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N00b always & everywhere Group: Members Posts: 430 Joined: 30-October 07 From: Wodzisław Śl. - Poland Member No.: 1,589 |
OK, but Do I have to put 16 triggers for BLUEFOR and 16 for OPFOR, because this is number of players or just one. But from your post it seems there is no multi use array.
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May 13 2009, 18:11
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#4
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
You could try changing the unit_name to player, because that value is local, so I'd suppose it could be made to happen with just one trigger for each player. If it doesn't work, then you might need to make 16 triggers, yes. I've looked at some deathmatch missions and that's how they did the rearming on them...
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May 13 2009, 18:41
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#5
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Member Group: Members Posts: 124 Joined: 22-June 08 Member No.: 3,465 |
The answer may be simpler than any of you think....
First object starts with zero CODE _unit = this select 0
-------------------- My Armed Assault Youtube page.
http://www.youtube.com/watch?v=sYwE-HkeYuQ |
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May 13 2009, 18:56
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#6
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
Hmm, too true, didn't have a look at SaS TrooP's script to begin with... Also, you need to add an underline in front of the this select 0, like this:
CODE _unit = _this select 0
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