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#1 Posted at 2015-04-28 00:56        
     
Hi wise comrades.

Please. This it's OK? [Create, atach, and delete chemical lights]:

CREATE:

LUZ_C = "Chemlight_RED" createVehicle [0,0,0];


ATTACH:

LUZ_C attachTo [CIVIL_ASESINO,[0,0,3.5]]; 


DELETE:

{deleteVehicle _X} forEach (crew LUZ_C) ;


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In-game name: J.Shock

 
#2 Posted at 2015-04-28 02:32        
     
For the delete, I think you would want the following:

{deleteVehicle _x} forEach (attachedObjects CIVIL_ASESINO);

John Shock
Scripter, Mission Developer

My scripts: Simple Mortar Script, Redressing Script, Cruise Control Script

My Missions: [COOP-40]Operation Bloody Bayonet

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Posts: 27
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Country: es
Location: Valencia
Occupation: Texture Artist [Deluxe HR Mods - Hectrol Tools & Resources]
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#3 Posted at 2015-04-28 03:05        
     
Thanks very much but no, JShock. I just want to delete the unwanted or specific element. I have also attached triggers and other things.

I'm not sure if I be erasing the lights correctly when I need it. I think that lights are accumulated.


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Posts: 83
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Country: us
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In-game name: J.Shock

 
#4 Posted at 2015-04-28 03:32        
     
In that case you don't need the "crew" command just:

deleteVehicle LUZ_C;

John Shock
Scripter, Mission Developer

My scripts: Simple Mortar Script, Redressing Script, Cruise Control Script

My Missions: [COOP-40]Operation Bloody Bayonet

Author Message


Posts: 27
Rank:


Level: Member

Country: es
Location: Valencia
Occupation: Texture Artist [Deluxe HR Mods - Hectrol Tools & Resources]
Age:
In-game name:

 
#5 Posted at 2015-04-28 08:46        
     
Oh, that simple. Thanks again. I still haven't very clear some concepts. Especially with the names that are automatically generated when objects spawn. [References] ¿Chemlight_RED_1, Chemlight_RED_2? ¿LUZ_CChemlight_RED_1,LUZ_CChemlight_RED_2,LUZ_CChemlight_RED_3?

I thought the exact form would be more convoluted, but that's fine. I guess what you eliminate is the generator of the elements. I am very newbie yet.