"Infostand_1_EP1" <<---- exit from trader is set to _this setvariable[" Exittype", 0];
"Infostand_2_EP1" <<--- entry to trader is set to _this setvariable[" Entertype", 1];
Make sure your battleye paths are correct and that you have a bans.txt file in there. I seem to remember that had something to do with my BEC Scheduler messing up a while ago.
When you say check for 0 or 1 :
if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance cursorTarget) < 2 && (cursortarget getvariable["Entertype", -1] == 1) ) then {
that checks for 1.
Would this check for 0 then?
if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance...
Sorry mate, I tried to make it as concise and factual as possible and still be easy to understand.
I suppose you wat DiCapprio to play your part in the movie? :)
Ok. This is where I am at the moment.
I originally had one "InfoStand_2_EP1" that spawned in as part of an AI event. You scrolled on this to get access to the trader.
This code teleports you from the "Infostand_2_EP1" to the trader, then deletes the stand.
titleCut ["", "BLACK", 0]...
This is the way the infostand I have now spawns :
_vehicle_157 = objNull;
if (true) then
{
_this = createVehicle ["Infostand_2_EP1", [16423.408, 18363.781, 3.6052532], [], 0, "CAN_COLLIDE"];
_vehicle_157 = _this;
_this setDir -107.81516;
_this setPos [16423.408...
No condition, just find the random stand, interact with it, get teleported, stand gets deleted. Once they are ready to leave the hidden trader area, they interact with the permanent infostand there and get teleported back to where they started from.
I want an infostand to spawn in every restart somewhere out of a list of 100 possible locations, and delete once it's been accessed.
Basically, I have an AI event on an island. When the event furniture spawns, so does an infostand. I have a trader hidden on the map. The only way in is to...
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