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i was completely flabbergasted when mid-operation our entire foxhole just DETONATED because some enemies noticed us
I tried overlapping the module and within the overlaps you dont get damaged by the gas
1:58:58 File CBRN_units\units\unitsAAF.hpp, line 8: '/CfgVehicles/I_CBRN_Soldier_AR.displayName': Missing ';' at the end of line
1:58:58 File CBRN_units\units\unitsAAF.hpp, line 18: '/CfgVehicles/I_CBRN_Soldier_TL.displayName': Missing ';' at the end of line
1:58:58 File CBRN_units\units\unitsAAF.hpp, line 28: '/CfgVehicles/I_CBRN_Soldier_LAT_F.displayName': Missing ';' at the end of line
etc...
For the protective gear just write:
CBRN_uniformArray = ["myUniform"];
in the init.sqf file, replace myUniform with the classname of the uniform you need and it should automatically consider it to be protective
My workaround is working, but when the player respawning, the chemical detector it does not display the values anymore, even if the gas is still present.
Maybe the problem exist only my server, IDK...
Also try linking the truck so:
[position truck, gasSarin, truck] spawn CBRN_fnc_makeGasArea;
Since it only requires the item to be an object
_pos = position gasural;
_logicCenter = createCenter sideLogic;
_logicGroup = createGroup _logicCenter;
_logicObject = _logicGroup createUnit ["Logic", _pos, [], 0, "NONE"];
and i wrote into the gasarea.sqf:
[position gasural, gasSarin, _logicObject] spawn CBRN_fnc_makeGasArea;
But gas area is not spawned.
see this thread:
https://forums.bohemia.net/forums/topic/166594-how-to-create-a-game-logic-in-a-script/
once you have the logic object, ie: _logic
[position SarinGasArea, gasSarin, _logic] spawn CBRN_fnc_makeGasArea;
will create the gas on the area, to disable it use:
deleteVehicle _logic