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Posts: 79
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Country: fr
Location: Paris
Occupation: Web Editor
Age: 53
In-game name: Foxsch

 
#1 Posted at 2015-06-11 23:53        
     
I guess the title and description more or less covers what I'm looking for:- I have a set of Spawned Vehicles. The Spawn Script covers naming the vehicles, each vehicle is it's own group so that is not a problem. I have read how to modify the waypoint attributes, combat type, formation and speed and so forth, but I have not found any mention of how to add an OnActivation field to a particular scripted waypoint. If, for instance, none of the waypoint 'types' covers what I want to happen when the vehicle reaches the waypoint, and I cannot group the vehicle to a trigger as the vehicle will not actually exist until the script to spawn the vehicle is fired, how am I going to add any OnActivation field code? If there is a simple way around it, all I want to happen is that the vehicle should 'engineOff' when it reaches the last waypoint in a a sequence. Which is why I mentioned that the vehicle(s) can be called, but how can I attribute an 'engineOff' code to the spawned vehicles?

The Devil Finds Work for Idle Hands...

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Posts: 1589
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Country: pf
Location: Tahiti
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Age: 57
In-game name: Kobayashi Maru

 
#2 Posted at 2015-06-12 00:58        
     
my_waypoint setWaypointStatements ["true", my_car engineOn false; "];

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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Author Message


Posts: 79
Rank:


Level: Member

Country: fr
Location: Paris
Occupation: Web Editor
Age: 53
In-game name: Foxsch

 
#3 Posted at 2015-06-12 08:43        
     
setWaypointStatements - Excellent!

Thank you - Pierre : -)

The Devil Finds Work for Idle Hands...