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, 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
//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