Member
Last active 9 years ago
Nice to hear that :)
The bad news are..., my "solution" is not really working in Multiplayer?? Triggers are global, are´nt they?
In my hosted mission it works, but on dedicated server it fails at the detected EOD Client PC? Thats Arma i guess...lol ;)
the feature would be nice to have, thx.
Cyborg
//Found some way by myself
//_mine is one of this objects:
/*
["ALIVE_IEDLandSmall_Remote_Ammo","ALIVE_IEDUrbanBig_Remote_Ammo","ALIVE_IEDUrbanSmall_Remote_Ammo","ALIVE_IEDLandBig_Remote_Ammo","ALIVE_DemoCharge_Remote_Ammo","ALIVE_SatchelCharge_Remote_Ammo"]
*/
if (!isNull ((attachedTo _mine) getvariable "Detect_Trigger")) then {deletevehicle ((attachedTo _mine) getvariable "Detect_Trigger")};
if (str (attachedobjects _mine) != "[]") then {{if (_x == _mine getvariable "Detect_Trigger") then {deleteVehicle _x};}forEach (attachedobjects _mine);};
works fine...
maybe you make it optional anyway?
greetz
Cyborg
Hi folks,
i need an Option to deaktivate or overwrite this function "ALiVE_fnc_detectIED".
Is there any way to deaktivate the "detected IED within x meters" Hints?
we are using a script and the "minedetector" beeps if it detects a mine.
mines are:
_mines = allMines + nearestObjects [getposATL player,["ALIVE_IEDLandSmall_Remote_Ammo","ALIVE_IEDUrbanBig_Remote_Ammo","ALIVE_IEDUrbanSmall_Remote_Ammo","ALIVE_IEDLandBig_Remote_Ammo","ALIVE_DemoCharge_Remote_Ammo","ALIVE_SatchelCharge_Remote_Ammo"], 100];
working so far, but the message spoiles fun.
what can we do?
thanks for help
wkr
Cyborg