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IKG40Razor

need help with some specific scripts

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Hey guys. I'm trying to create my first mission, and I've met some difficulties with creating specific scripts.

1) How to make _person playMove "ActsPercMstpSnowWnonDnon_DancingDuoIvan" unstopable (cycle), so it never stopped untill another playMove command received or trigger1 activated.

2) How to make person unable to move (other actions possible) untill trigger1 is activated.

3) Is that possible to make another daytime for a group of ppl on server and return it to general server daytime after trigger1 activated?

Some more further questions may appear...

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When you say "person" do you mean players or AI units?

Because no player will play a mission where they are locked into some uncontrollable animation. Also while it's possible to skipTime the time to different settings for different players since it's local, we spent years trying to avoid just that very thing.

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I mean not AI - only players. Animation won't be uncontrollable at all - they will have 3 different dances in addaction menu :). This will last untill trigger "Scout cav arrived" is activated. Then they will be able to move (but dance menue will leave).

Skiptime is ok - but how can I make a trigger to make it back to the general server time after "Scout cav arrived"? I mean how to write down in trigger to p.e. skiptime -5 only for that 6 ppl which had skiptime 5 in their init field from the start?

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Ahh ok, for the animation things you'd probably want to just add the actions with conditions. Have the condition be some variable that's changed by the trigger. Instead of forcing it to loop I'd suggest just having them available. :)

In init.sqf have danceTime = true;

this addAction ["Dance like a fool!","dance.sqf",[],1,false,true,"","danceTime"];

Then have a trigger change danceTime = false; and the addAction will disappear.

For skipTime reset have a trigger reset the date using setDate. Since it's a trigger it'll run on all clients and server to synch them all up.

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Code:

this addAction ["Dance like a fool!","dance.sqf",[],1,false,true,"","danceTime"];

This is not working, may be because:

condition: String - (optional, Arma 2 only, default:true)

?

Edited by IKG40Razor

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Are you not using ArmA2/OA? Did you set it to true in the init.sqf or an init field somewhere?

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anyway I think even this scrip will be working person have to select "dance like a fool" to start dancing and the dance will end after some time. And the person again will be able to move either before starting dancing or after it. And the person should NOT be able to move until trigger "Scout cav arrived" is activated.

ArmA2 CO + BAF + ACE mod

---------- Post added at 19:54 ---------- Previous post was at 19:48 ----------

unit name is p25.

I have in it's init:

this addAction ["Dance like a fool!","dance.sqf",[],1,false,true,"","danceTime"];

in init.sqf:

danceTime = true

in dance.sqf:

p25 playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan";

with such conditions action is not available in menu at all (can't see it).

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Why even start the mission before the scout cav has arrived at all? No one wants to play a mission where they can't move at all (and worse, only dance) before some trigger is set off. I can see having some downtime where you mill about or dance before a mission kicks off but not being locked from movement during that time.

Every mission I've seen that tried something silly like that has resulted in players being unable to move at all since their movement locks weren't properly removed or something screwed up or they JIP'd or disconnected during that time.

If you want to keep people in a specific area put walls around them or leave them in a truck or something, but not being able to move is just a Very Bad Ideaâ„¢.

Make sure you end your danceTime = true; with the semicolon.

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Why even start the mission before the scout cav has arrived at all? No one wants to play a mission where they can't move at all (and worse, only dance) before some trigger is set off. I can see having some downtime where you mill about or dance before a mission kicks off but not being locked from movement during that time.

Every mission I've seen that tried something silly like that has resulted in players being unable to move at all since their movement locks weren't properly removed or something screwed up or they JIP'd or disconnected during that time.

If you want to keep people in a specific area put walls around them or leave them in a truck or something, but not being able to move is just a Very Bad Ideaâ„¢.

Make sure you end your danceTime = true; with the semicolon.

scout cav will arrive eta 7 min after mission start. And thx for your opinion and advices as to the disabling movement of ppl, but I actually need SOLUTION how to do it, not pursuading me not to do that ;) Believe me, I know what I want to do. Walls aren't solution, cause they need to get out somehow after trigger works. Trigger can destroy walls, but that will create wroung atmosphere and can injure some1. I can use

disableUserInput true

, but that would bee to cruel, wanna have them opportunity to change dance :)

---------- Post added at 22:21 ---------- Previous post was at 22:10 ----------

Make sure you end your danceTime = true; with the semicolon.

Agreed, problem solved, now have that in action menue.

Btw, I have an alternative as to your advice. Can I lock house's doors by the script so the can't get out untill trigger activated? But there is special house from some addon island... The doors have option to lock-unlock

---------- Post added at 23:32 ---------- Previous post was at 22:21 ----------

Building is "Pub" at MGB - Buildings 3 pack

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