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Thread: How to change unit setcaptive status when it gets near certain moving units?

  1. #1

    How to change unit setcaptive status when it gets near certain moving units?

    I have a mission where player is settocaptive true. However that changes to setcaptive false when he gets within 10 meters from specific enemy patrol units that are moving. I thought about attaching a trigger to each enemy moving patrol unit but that seems not so optimized. Is there a better smoother way of doing it?

    Thanks.
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  2. #2
    attach trigger to the captive..when activated by enemy forces..setcaptive false?

    OOh specific patrols..is there a way you could put a specific unit in each of the moving patrols?

    IE enemy in trigger area..checks if it iskindof "enemygrenadier"

    if it is not grenadier nothing happens..if it is grenadier it will setcaptive false

  3. #3
    Master Sergeant CaptainBravo's Avatar
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    Quote Originally Posted by Charles Darwin View Post
    attach trigger to the captive..when activated by enemy forces..setcaptive false?

    OOh specific patrols..is there a way you could put a specific unit in each of the moving patrols?

    IE enemy in trigger area..checks if it iskindof "enemygrenadier"

    if it is not grenadier nothing happens..if it is grenadier it will setcaptive false
    This is a good idea. Actually each of the enemy patrols have a dog. So just place dog classname in iskindof "dogclassname" should work? WIll have to test.

    OK, tested quick and did not work. Not sure why.

    Have trigger with this in activation: This iskindof "Pastor"

    Attached trigger to player "radio1 attachTo [warlord,[0,0,0]];" but when he moves to dog nothing happens. Any ideas?
    Last edited by CaptainBravo; Feb 2 2012 at 17:19.

  4. #4

  5. #5
    Master Sergeant CaptainBravo's Avatar
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    Thanks Charles. I updated post after you posted. Even with classname, trigger is not activating. What am I missing?

  6. #6
    {(_x iskindof "classname") count thislist > 0} in the activation field of the trigger should do it

    Oh I don't know if atachto works for triggers lemme see what I can find

    ok 30 seconds on google seems to say it can work the way you are doing it..let me know
    Last edited by Charles Darwin; Feb 2 2012 at 17:28.

  7. #7
    Master Sergeant CaptainBravo's Avatar
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    You can attach a trigger and it will activate By Blue/Russian side present. However trying to activate it by animal class name does not seem to work.

    I am using in condition: {!(_x iskindof "Fin")} count thislist > 0;

    A bit confusing as it should work ... so what is missing?

  8. #8
    set it to be activated by anybody and see what that does.

    might be this as well

    {!(_x iskindof "Fin")} count thislist > 0;

    try:

    {(_x !iskindof "Fin")} count thislist > 0;

  9. #9
    Master Sergeant CaptainBravo's Avatar
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    Quote Originally Posted by Charles Darwin View Post
    set it to be activated by anybody and see what that does.

    might be this as well

    {!(_x iskindof "Fin")} count thislist > 0;

    try:

    {(_x !iskindof "Fin")} count thislist > 0;
    I get a syntax error with {(_x !iskindof "Fin")} count thislist > 0

    Does attach trigger work with class names?

  10. #10
    no reason it shouldn't try it with the trigger set to anybody(as apposed to blufor-opfor). If not Im not sure you could attach an object to every one of the dogs and then hide them.

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