Forum Jump :

Author Message


Posts: 1189
Rank:


Level: Member

Country: tr
Location:
Occupation: Computer Science student
Age: 22
In-game name: Wak

 
#167341 Posted at 2014-07-16 07:56        
     
For the medical camp it would require them to loop in some animations of your choice, and probably setDamage for the blood effect and low health. Coming to the fuel depot, it needs a really simple script. I did this for a radar tower so for the fuel station you'll have to stay a bit more away :P. Put your fuel tanks around, name them fuel1 fuel2, or just 1, 2, 3. For this example I'm going to name them fuelTank1, fuelTank2, fuelTank3.

Put this on the init line of something away from the tanks, like a detonator, or a fuel pump, maybe a control console, something that makes sense.
_nul = this addAction["Sabotage","sabotage.sqf"];

sabotage.sqf:
_me = _this select 0;
_act = _this select 2;
_me removeAction _act;    //For removing the sabotage action.
_unit playMove "AinvPknlMstpSlayWrflDnon_medic";    //Animation for immersion.
sleep 7;    //How long the animation takes.
hint "Ka-Boom!";    //The text you wanted.
fuelTank1 setDamage 1;    //The tanks blowing up one by one.
sleep 1;
fuelTank2 setDamage 1;
sleep 1;
fuelTank3 setDamage 1;
sleep 1;
hint "Good job, the fuel depot is destroyed!";    //The text you ACTUALLY wanted.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage