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#1 Posted at 2015-09-26 15:10        
     
Hey guys,

sorry for kind off spamming your forum with my threads...
But I need your help again.

If a Unit leaves the Area the Units which left the Area has to down(No other units!), I googlet alot, I had such a trigger once some time ago..kinda lost it.



I may post more question for my PvP Mission in this Thread later.


Regards,

Nerodenecro


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#2 Posted at 2015-09-26 18:15        
     
Read your question several times, your question does not make sense to me. Try rephrasing this part:

Nerodenecro:
If a Unit leaves the Area the Units which left the Area has to down(No other units!), I googlet alot, I had such a trigger once some time ago..kinda lost it.

has to down what?


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#3 Posted at 2015-09-27 10:05        
     
Hey there,

sorry looks like I wasn't awake at all.

If Player1 leaves the Trigger he has to die, but everyone else inside the Trigger has to survive.

Regards,

Nerodenecro


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#4 Posted at 2015-09-27 10:15        
     
hmmmmmmmmmm, errrm.

So if player1 leaves the trigger and everyone else is alive he is killed?

condition:
p1 !in ThisList AND {alive _x and _x in thisList;} count [p2,p3,p4,p5] > 3
onAct:
p1 setDamage 1;


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#5 Posted at 2015-09-27 12:30        
     
Hey there,

no, sorry. Guess my english isn't that good :/

It's basicly a PvP-Zone anyone who leaves dies. That's the point. I basicly want no one to leave the area.
Sorry usually I am good enough in english to tell everyone what I want.. :/

Regards,

Nerodenecro


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#6 Posted at 2015-09-27 12:36        
     
oh thats easy:

Not tested this but, set Trigger to repeated.

Trigger Con:
!(Player in thisList)
Trigger OnAct:
if (isPlayer player AND !(Player in thisList)) then {player setdamage 1;};
This'd Probably be ok too:
player setdamage 1;

This post was edited by big_wilk (2015-09-27 17:46, ago)


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#7 Posted at 2015-09-27 12:47        
     
There is the ON DEA. field too.
player setDamage 1;

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

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#8 Posted at 2015-09-27 14:19        
     
Hey there,

it says ON ACT: On Activation missing: ) tried to fix it but couldn't :/
Condition it says: Error Missing: ; also tried to fix but couldn't :/

wak ON DEA: player setDamage 1; would kill everyone inside the trigger but I just want the dude which left the trigger to die.
Do you guys may know a script like... Marker Ellipse, every who leaves it dies?

Regards,

Nerodenecro


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#9 Posted at 2015-09-27 14:57        
     
Sorry, had a locality brain fart there.

This should help you do exactly what you want though. Put the sqf file in your mission directory then add this somewhere in your init.sqf:
[<yourTriggerName>, {}, {_x setDamage 1;}] execVM "fn_triggerListChanged.sqf";

Replace <yourTriggerName> with your trigger's name (you'll have to name it if you haven't).

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

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#10 Posted at 2015-09-27 16:58        
     
Hey there,

wak, this looks great so far I could take some help with it tho..
Can you tell me what excactl I have to change to make it work the way I want?

*The way I want: Anyone who leaves trigger dies*

Regards,

Nerodenecro


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#11 Posted at 2015-09-27 17:09        
     
edited spelling miskaes on last code.


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#12 Posted at 2015-09-27 17:13        
     
Hey big,

now it says ON ACT Missing: )

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Nerodenecro


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#13 Posted at 2015-09-27 17:48        
     
now it doesn't second option added for you to try probs will work.


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#14 Posted at 2015-09-27 19:22        
     
Hey there, I managed to get it working!

Trigger Activation: Anybody
Repeatable: Repeatedly
Activation Type: Present

In the Condition Field
!(Player in thisList)

In the Activation Field(On Activaton)
if (!(player in thislist)) then {player setDamage 1}; hint "Your text cause that dude left";

Thanks for all of you guys help! :D
Hope this helps other people too.

Regards,

Nerodenecro

Added 13 hours 29 minutes later:

Got another question,

anyone got an idea how to make a "PvP AI", which runs around andsearches for enemys?
Never seend something like this.

Regards,

Nerodenecro

This post was edited by Nerodenecro (2015-09-28 08:51, ago)


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#15 Posted at 2015-09-29 09:34        
     
Hey guys,
[/code]
looks like I need you again.
I need a script for that not a Trigger.
Everytime a player dies the hint from:

[code]if (!(player in thislist)) then {player setDamage 1}; hint "Your text cause that dude left";

Pops up.
But I only want this to popup when he leaves the trigger :/
I tested some scripts some you posted some found bymyself, they're not really what I want..
I just want a script if a player leaves the area(Trigger, Marker, what ev') he dies. Not anyone else.


Regards,

Nerodenecro