Closed nerdalertdk closed 10 years ago
Not bad. But spawning the tank kinda fucks the mission for everyone.. What about we setup a 360 tank trap parameter around the area and place some mines around them? Both the mines and tanktraps get cleared on mission end.
private ["_trigger", "_trigger_pos", "_trigger_area", "_angle", "_radius", "_distance", "_count", "_step"];
_trigger_pos = _mission_position;
_angle = 0; // leave it at 0
_radius = 400; // needs to be a circle with equal a and b
_distance = 2; // meters
_count = round((2 * 3.14592653589793 * _radius) / _distance);
_step = 360/_count;
for "_x" from 0 to _count do
{
private["_pos", "_sign"];
_a = (_trigger_pos select 0) + (sin(_angle)*_radius);
_b = (_trigger_pos select 1) + (cos(_angle)*_radius);
_pos = [_a,_b];
_angle = _angle + _step;
_sign = createVehicle ["Hedgehog", _pos, [], 0, "CAN_COLLIDE"];
};
might be doable with this, taken from an safezone script.
Yeah that was what i was thinking aswell. Hope to have some spare time tonight so i can work on this.
Hmm when i think about it I don't think a "wall" in the solution. It will take away the immersion and perople can drive away in the mission vehicles
It will be both a global and mission option, so admins can switch it off and mission builders can choose not to use it. By default i only want to use it on the hard missions like Ikea, Bandit Base, MV-22 and disabled milchopper. Seems realistic cause the worth of the loot seems to be something they'll want to defend.
Now this could be fun :smile:
More in #25
Found this, might be a way to go _veh = vehicle _unit; if ((_veh isKindOf "GAZ_Vodnik") or (_veh isKindOf "BRDM2_Base")) then { SPAWN TANK };