C

Cyborg

Member

Last active 9 years ago

  1. 9 years ago
    Wed Jul 29 00:40:12 2015

    Nice to hear that :)
    The bad news are..., my "solution" is not really working in Multiplayer?? Triggers are global, areĀ“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

  2. Tue Jul 28 15:38:54 2015

    //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

  3. Tue Jul 28 13:11:22 2015
    C Cyborg started the conversation Need an Option to deaktivate "ALiVE_fnc_detectIED".

    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

  4. Tue Jul 28 12:59:05 2015
    C Cyborg joined the forum.