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  • [GUIDE] Rescue/Kidnap/Arrest

    This is what I used for Operation Odysseus Horse:

    Place some units which would be arrested or rescued. In their init place the following code.
    Code:
    this addAction["<t color='#ff1111'>Rescue POW</t>", "rescue.sqf"];
    A playable friendly unit with name angel should be on BLUFOR side. A script named rescue.sqf would contain the following code.

    Code:
    _unit = _this select 0; 	//Person who had the addAction
    _caller = _this select 1; 	// Person who used the addAction
    _act = _this select 2; 		// ID of the addAction
    
    if (_caller == angel) then
    {
    	_caller groupChat "Thank you for rescuing me. I will follow.";	
    	_unit removeAction _act;
    	[_unit] joinSilent group _caller;
    }
    else
    {
    	_caller groupChat "Only a rescue operator (Angel) can rescue the POWs.";
    };
    Last edited by hedgehog; 09-29-2013, 07:21 PM.


  • #2
    Re: Rescue/Kidnap/Arrest

    Ah I forgot to add the other part:

    Let us say the prisoner is named p1. Let us say we also have a medical HEMMIT truck named medical.

    Then a trigger is placed.

    On condition:
    Code:
    alive p1 && p1 in medical && isServer
    On activation:
    Code:
    p1 join grpNull
    This trigger can be synched with some task update modules. A rescued prisoner will leave the angel's group upon boarding the medical truck.

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