Hellfire Posted November 3, 2020 Posted November 3, 2020 Can someone help me with a couple of lines of LUA code? I had hoped that a solution to this seemingly simple problem would avail itself but alas to no avail over the course of this project. Now at the end I still have no working solution for: 1. Spawn late activate object (REDTANK). 2. Check if object exists in an 'if then". 3. Despawn object only to be possibly respawned later. I need help with some lua scripting to achieve above. I already have 1 in the form of: Spawn_Vehicle_1 = SPAWN:New( "REDTANK" ) Spawn_Group_1 = Spawn_Vehicle_1:Spawn() but it seems like there should be an easier line of code to do this. I don't have 2 at all and I have 3 but I can't get it to work. I've tried various iterations of the below. local dest = GROUP:FindByName("REDTANK"):destroy() local myObj = GROUP:FindByName("REDTANK") myObj:destroy() To be clear on my objectives I want this to be a "switch" that can be turned on and off and is spawned out of the way and does not need to be seen by players. It will be saved by a persistent save script for campaign restarts.
Hellfire Posted November 4, 2020 Author Posted November 4, 2020 1. figured out. local redtank = Group.getByName( 'REDTANK' ) Group.getByName('REDTANK'):activate() 3. figured out. Group.getByName('REDTANK'):destroy() 2. ??? elusive. local redtank = Group.getByName( 'REDTANK' ) Group.getByName('REDTANK'):activate() --Group.getByName('REDTANK'):destroy() --if Group.getByName('REDTANK'):isActive() == true then if Group.getByName('REDTANK'):isExist() == true then trigger.action.outText("YES REDTANK", 420) else trigger.action.outText("NO REDTANK", 420) end If I use isExist I always get YES REDTANK no matter if I destroy() or not. If I use isActive I get group is nil no matter if I destroy() or not.
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