domcho 20 Posted May 26, 2014 Is it possible to make 2 different info texts 1 for 1 player and the other for a group? Share this post Link to post Share on other sites
IT07 10 Posted May 27, 2014 yes I think this should be possible to make. can you specify your wish a little more? (like what kind of group, blufor or a specific blufor team) Share this post Link to post Share on other sites
John Kozak 14 Posted May 27, 2014 Is it possible to make 2 different info texts 1 for 1 player and the other for a group? Yes, pretty easy: waitUntil {!isNil player;}; if (side player == OPFOR) then { ["I am OPFOR"] call BIS_fnc_infoText; } else { if (group player == group1) then { ["I am from group 1"] call BIS_fnc_infoText; } else { ["I am BLUFOR and not from group 1... Might as well just die now"] call BIS_fnc_infoText; }; }; This must be executed in some simple trigger, spawned through init.sqf or using BIS_fnc_MP I don't remember what arguments BIS_fnc_infoText takes, but I hope you get the principle. Share this post Link to post Share on other sites
domcho 20 Posted May 28, 2014 It's an MP mission for 6 players. 1 players starts as a pilot at the airport, the other 5 are a group of Spetsnaz who have to clear a village and use laser designator to mark a specific target for the pilot. I want the pilot player to see the following: titleCut ["", "BLACK IN", 3]; waitUntil{!(isNil "BIS_fnc_init")}; ["Southwestern Airbase", "Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText; sleep 1; playmusic"text"; sleep 3.2; playmusic"text"; and the Spetsnaz team to see: titleCut ["", "BLACK IN", 3]; waitUntil{!(isNil "BIS_fnc_init")}; ["Nevelkov", "Southern Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText; sleep 1; playmusic"text"; sleep 3.2; playmusic"text"; Basically the first line displays the village/location, the second line displays the part of the island and the third line displays the date and time. But the bis_fnc_infoText in the init.sqf is displayed to all units This must be executed in some simple trigger, spawned through init.sqf or using BIS_fnc_MP I don't know how to spawn triggers and add stuff to them :confused:BTW, I don't want to open another thread so I'll ask here - how can I check if a whole group has damage>=0.8? Something like damage count units group1 >= 0.8 but this code doesn't work Share this post Link to post Share on other sites
domcho 20 Posted June 7, 2014 Well after working on the code that DarkWanderer gave me I was able to do what I wanted to. Here it is: 3 fadeSound 1; enableRadio true; titleCut ["", "BLACK IN", 3]; waitUntil{!(isNil "BIS_fnc_init")}; if (group player == Pilotgroup) then { ["Soviet airbase", "Western Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText; } else { if (group player == Spetsnazgroup) then { ["Nevelkov", "Southern Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText; }; }; This creates a different info text at the start of the game. Since the pilot starts at the airport he'll see the first text and the Spetsnaz group that starts in the village of Nevelkov will see the second text. Haven't tested it in multiplayer but I believe it should work. Thank you very much. Share this post Link to post Share on other sites