braydenrox55 Posted May 30, 2016 Report Share Posted May 30, 2016 SO essentially I'm trying to write a script which will let players booby trap an unlocked vehicle and the layout of it so far is this. Check if the vehicle is unlock, if it is then run the plant script, else end with "Cannot booby trap this vehicle." All i want to know is how or where i can find out how to write the first part which checks if the target vehicle (cursorTarget or something like that) is locked or not. Thanks :D Link to comment Share on other sites More sharing options...
Zupa Posted May 30, 2016 Report Share Posted May 30, 2016 https://community.bistudio.com/wiki/locked For all commands : https://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Link to comment Share on other sites More sharing options...
braydenrox55 Posted May 30, 2016 Author Report Share Posted May 30, 2016 Thankyou :D Link to comment Share on other sites More sharing options...
braydenrox55 Posted May 30, 2016 Author Report Share Posted May 30, 2016 Would you know how to make a vehicle explode when the engine is started? I wrote the code for the init which is: if !(locked _cursorTarget) then { _trap = player addAction [("<t color='#FF0000'>Plant Bomb</t>"), "Custom\Traps\vehicleTrap_plant.sqf", _cursorTarget, 0, false, true, "",""]; } else { exitWith { cutText ["A locked vehicle cannot be booby trapped.","PLAIN DOWN"]; }; }; now i have to write the vehicleTrap_plant.sqf and pretty much just need to create a trigger that when that specific vehicle's engine is started it will explode. Thanks heaps :D Link to comment Share on other sites More sharing options...
Pro_Speedy Posted May 30, 2016 Report Share Posted May 30, 2016 4 hours ago, braydenrox55 said: Would you know how to make a vehicle explode when the engine is started? I wrote the code for the init which is: if !(locked _cursorTarget) then { _trap = player addAction [("<t color='#FF0000'>Plant Bomb</t>"), "Custom\Traps\vehicleTrap_plant.sqf", _cursorTarget, 0, false, true, "",""]; } else { exitWith { cutText ["A locked vehicle cannot be booby trapped.","PLAIN DOWN"]; }; }; now i have to write the vehicleTrap_plant.sqf and pretty much just need to create a trigger that when that specific vehicle's engine is started it will explode. Thanks heaps :D I think there are car bombs in 1.0.6 you could just wait till then it should be out quite soon Link to comment Share on other sites More sharing options...
braydenrox55 Posted May 31, 2016 Author Report Share Posted May 31, 2016 11 hours ago, Pro_Speedy said: I think there are car bombs in 1.0.6 you could just wait till then it should be out quite soon Oh ok sweet I will wait until then :) thankyou Link to comment Share on other sites More sharing options...
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