Unlocking Armor & CAS

  1. 7 years ago

    Hey, everyone! I'm making a fairly basic mission for my small group and taking a second shot at learning Arma mission-making and ALiVE at the same time.

    I'm going for a progressive sense of reward in this one.

    May I ask how some of you may handle:

    CAS Unlock - I have a task functioning to destroy enemy AA. Is there a way I can disable using CAS until they complete this? I considered playing with the presence of the Combat Support (CAS) object, but that felt like the wrong path. I also thought about keeping it simple and disabling the LaserDesignator from the Arsenal until this condition is met.

    Armor Unlock - Similar concept. I'm going to have them take out a base and earn some armored vehicles. As an addition though, I would like these to be respawnable after their creation/generation.

    I appreciate the guidance!

  2. Friznit

    29 May 2017 Administrator

    For CAS, use the second option you posted. Simple is always best when making missions.

    Armour unlock wouldn't be something you do with ALiVE. You can use setVehicleLock on a trigger or script. (https://community.bistudio.com/wiki/setVehicleLock ), or if you're using ACE3, there's a vehicle keys system.

    For respawns, simply use the BIS vehicle repsawn module synced to the vehicle.

  3. Thank you, Friznit! If I use the native scripting to create a vehicle as a result of a trigger, is there a way to sync it to the respawn module? This would be during actual gameplay.

  4. Friznit

    30 May 2017 Administrator

    https://community.bistudio.com/wiki/respawnVehicle

  5. GunnyDev

    30 May 2017 Administrator

    Also take a look at the bottom of the page here http://alivemod.com/wiki/index.php/Script_Snippets in the section Adding CAS units post-init

 

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