Sign in to follow this  
Followers 0
READTHESCROLL

check for player in safe zone?

15 posts in this topic

if (ExilePlayerInSafezone) then {
    hint "Do Something!";
};

 

1 person likes this

Share this post


Link to post
Share on other sites
Advertisement

One more semi-related question.. How do I check to see if something in an array is in the safe zone? Example..

_randomObjects = ["Rando1","Rando2","Rando3"];

if(_randomObjects inSafeZone) then

What would the correct term for inSafeZone be?

Edited by READTHESCROLL

Share this post


Link to post
Share on other sites

One more semi-related question.. How do I check to see if something in an array is in the safe zone? Example..

_randomObjects = ["Rando1","Rando2","Rando3"];

if(_randomObjects inSafeZone) then

What would the correct term for inSafeZone be?

You can check if they are in a safezone like this :

_position          = getMarkerPos _ExileTraderZone;
_radius            = getMarkerSize _ExileTraderZone;

_objectsArray = _position nearEntities[["obj1","obj2","obj3","obj4","obj5"], _radius select 0];

 

1 person likes this

Share this post


Link to post
Share on other sites

Thanks again! I was literally just reading about getMarkerPos on the wiki lol. This helps immensely! Do you know if there is a list of all the things like ExilePlayerInSafeZone? That would be pretty helpful too.

 

Share this post


Link to post
Share on other sites

Thanks again! I was literally just reading about getMarkerPos on the wiki lol. This helps immensely! Do you know if there is a list of all the things like ExilePlayerInSafeZone? That would be pretty helpful too.

 

There are literally hundreds of variables like these. Just pull em out of the exile code when needed.

Share this post


Link to post
Share on other sites

Try describe what you are trying to make will help out 

Basically I'm working on EtV script. Looking to add a check for the explosive in the safe zone so if someone tries to detonate it the explosive gets deleted and the "You are a MUPPET!" message shows up. I've got the last part done I just need to figure out how to add the check for the explosive in an "if/then/else" condition.

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.