12-13-2017, 10:46 PM
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Registered User
Join Date: May 2017
Location: Earth
Posts: 326
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Quote:
Originally Posted by stompem
I've used these in dfx2 - Not sure if they all work but some should and it'll give you an idea of the many different logic structures you can use - debug as needed
REF:
ammoarea AMMO_60MM_MORTAR (1) = area 1
ammoarea AMMO_60MM_MORTAR (2) = area 2
ammoarea AMMO_60MM_MORTAR (3) = area 3
etc...
Code:
;If variable 50 = 1 - the bombs will all fall in area 1
if eq(v50,1) then
ammoarea AMMO_60MM_MORTAR (1)
ammoarea ammo_rocket(1)
ammoarea ammo_T80Round(1)
endif
Code:
;area 1, area 2 and area 3 are inside area 4
if ssnarea(player,4) then
ammoarea AMMO_60MM_MORTAR (1)
ammoarea ammo_rocket(2)
ammoarea ammo_T80Round(3)
endif
Code:
;Random Bombing
if past(1) and elapse(40) and random(20) then
ammoarea ammo_rocket(1)
ammoarea AMMO_60MM_MORTAR(2)
ammoarea ammo_T80Round(3)
endif
Code:
; NOTE CAREFULLY: ne means "not equivalent to value" in this case ne(v10,0) means any change to v10,0
if not ssnarea(10000,10) then
set(v10,0)
else
set(v10,1)
endif
if ne(v10,0) then
ammoarea AMMO_60MM_MORTAR(10)
endif
Code:
; This specifies a precise point (numeric) in the random function
if eq(v15,0) and elapse(15) and eq(rnd, 2) then
set(v15,1)
endif
;
if eq(v15,1) then
ammo2tgt AMMO_60MM_MORTAR(16)
dec(v15)
endif
;dec(v15) is similar to minus 1 from the value but reduces the risk of trigger failure at zero
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does this work on BHDts?
__________________
why
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