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	<title>Comments on: Fire Detection &#8211; Undercover Team</title>
	<atom:link href="http://www.kylania.com/ex/?feed=rss2&#038;p=98" rel="self" type="application/rss+xml" />
	<link>http://www.kylania.com/ex/?p=98</link>
	<description>ArmA2/OA Scripts and Demos by kylania</description>
	<lastBuildDate>Sat, 05 Mar 2011 00:20:12 +0000</lastBuildDate>
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		<title>By: Shinobi_EBDA</title>
		<link>http://www.kylania.com/ex/?p=98#comment-493</link>
		<dc:creator>Shinobi_EBDA</dc:creator>
		<pubDate>Fri, 17 Dec 2010 13:09:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.kylania.com/ex/?p=98#comment-493</guid>
		<description><![CDATA[As long as your units are on &quot;setCaptive true&quot;, they won&#039;t trigger any Blufor Present triggers.
If you create the trigger in the editor, then group it with your unit (F2 drag a line between them), then you can get the trigger to react only to that unit or any members of his group and so on.

Hope that helps!]]></description>
		<content:encoded><![CDATA[<p>As long as your units are on &#8220;setCaptive true&#8221;, they won&#8217;t trigger any Blufor Present triggers.<br />
If you create the trigger in the editor, then group it with your unit (F2 drag a line between them), then you can get the trigger to react only to that unit or any members of his group and so on.</p>
<p>Hope that helps!</p>
]]></content:encoded>
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	<item>
		<title>By: Shinobi_EBDA</title>
		<link>http://www.kylania.com/ex/?p=98#comment-492</link>
		<dc:creator>Shinobi_EBDA</dc:creator>
		<pubDate>Fri, 17 Dec 2010 13:06:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.kylania.com/ex/?p=98#comment-492</guid>
		<description><![CDATA[Ok, so I&#039;ve used the createTrigger command to create and event handler after my units reach a certain area.

I now have another question, that I&#039;m finding hard to understand from the Biki.

Is it possible to set the &quot;fired&quot; event handler to only change the units&#039; status if they fire with a certain weapon? ie, if they fire their suppressed pistols, they remain captive, but if they fire their unsuppressed rifles, they become non-captives?]]></description>
		<content:encoded><![CDATA[<p>Ok, so I&#8217;ve used the createTrigger command to create and event handler after my units reach a certain area.</p>
<p>I now have another question, that I&#8217;m finding hard to understand from the Biki.</p>
<p>Is it possible to set the &#8220;fired&#8221; event handler to only change the units&#8217; status if they fire with a certain weapon? ie, if they fire their suppressed pistols, they remain captive, but if they fire their unsuppressed rifles, they become non-captives?</p>
]]></content:encoded>
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	<item>
		<title>By: Shinobi_EBDA</title>
		<link>http://www.kylania.com/ex/?p=98#comment-384</link>
		<dc:creator>Shinobi_EBDA</dc:creator>
		<pubDate>Tue, 30 Nov 2010 12:10:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.kylania.com/ex/?p=98#comment-384</guid>
		<description><![CDATA[So that would be using the createTrigger command?
I&#039;m not very good with scripting... ^^]]></description>
		<content:encoded><![CDATA[<p>So that would be using the createTrigger command?<br />
I&#8217;m not very good with scripting&#8230; ^^</p>
]]></content:encoded>
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	<item>
		<title>By: kylania</title>
		<link>http://www.kylania.com/ex/?p=98#comment-344</link>
		<dc:creator>kylania</dc:creator>
		<pubDate>Tue, 23 Nov 2010 22:11:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.kylania.com/ex/?p=98#comment-344</guid>
		<description><![CDATA[Best way would be to just not create the triggers until the players are in the area/situation where you wanted to check for that.]]></description>
		<content:encoded><![CDATA[<p>Best way would be to just not create the triggers until the players are in the area/situation where you wanted to check for that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kylania</title>
		<link>http://www.kylania.com/ex/?p=98#comment-343</link>
		<dc:creator>kylania</dc:creator>
		<pubDate>Tue, 23 Nov 2010 22:11:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.kylania.com/ex/?p=98#comment-343</guid>
		<description><![CDATA[I&#039;m not sure how to detect if an AI is killed by a vehicle running them over actually.  I guess you could test for an unknown death then see if the player is in a vehicle nearby or something.  Probably better to just test if anyone dies then the players are revealed to keep it simple. :)]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure how to detect if an AI is killed by a vehicle running them over actually.  I guess you could test for an unknown death then see if the player is in a vehicle nearby or something.  Probably better to just test if anyone dies then the players are revealed to keep it simple. <img src='http://www.kylania.com/ex/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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