shik4ri 10 Posted August 23, 2015 Hey, I've downloaded the sample Mission "Defuse the Bomb" from cobra4v320. Great Script, so I wanna use it in my mission. But: normally, I create tasks with modules and not in the init.sqf. So is it possible to convert this "init.sqf tasks/Briefing" into the editor? Like: Trigger - Modul - Modul - Trigger? Which are the crucial lines to copy in the condition line and in the activation line? CODEINPUT = [];CODE = [(round(random 9)), (round(random 9)), (round(random 9)), (round(random 9)), (round(random 9)), (round(random 9))]; //6 digit code can be more or lessWIRE = ["BLUE", "WHITE", "YELLOW", "GREEN"] call bis_fnc_selectRandom;DEFUSED = false;ARMED = false;codeHolder = [lAPTOP1, LAPTOP2, LAPTOP3, LAPTOP4] call BIS_fnc_selectRandom;codeHolder addAction [("<t color=#E61616'>" + ("The Code") + "</t>"),"DEFUSE\searchAction.sqf","",1,true,true,"","(_target distance _this) < 3];//Mission Taskif (isServer) then { [ units defuseGrp, "Task_Defuse", ["Find the code and defuse the bomb before it explodes.", "Defuse the bomb.", "DEFUSE"], caseBomb, TRUE ] call BIS_fnc_taskCreate;};//Briefing_diaryEntry = player createDiaryRecord ["Diary",["Situation","Assault the hangar, find the code on one of the laptops and defuse the bomb before it detonates."]];// Hide helper arrows{hideObject _x} forEach allMissionObjects "Helper_Base_F";//Hangar lightsprivate ["_light","_lightPos"];{ _lightPos = _x; _light = "#lightpoint" createVehicleLocal (position _lightPos); _light setLightAmbient [0/255, 15/255, 15/255]; _light setLightColor [255/255, 215/255, 80/255]; _light setLightBrightness 1.0; _light attachTo [_lightPos, [0,0,0]]; } forEach [mrkLight1, mrkLight2, mrkLight3, mrkLight4];MissionIntro = [] spawn { ["BIS_blackStart", false] call BIS_fnc_blackOut; playMusic "EventTrack02a_F_EPB"; [[["DEFUSE THE BOMB","<t align = 'center' shadow = '1' size = '1' font=PuristaBold'>%1</t><br/>], ["Assault the hangar and search the laptops for the code.","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"], ["If you are detected the bomb will arm.","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"]],0,0,"<t color='#FFFFFFFF' align='center'>%1</t>"] spawn BIS_fnc_typeText; sleep 15; ["BIS_blackStart", true] call BIS_fnc_blackIn;};waitUntil {scriptDone MissionIntro};//Lightning Effects[] spawn { while {true} do { private ["_position","_height","_distance","_direction"]; _position = position player; _height = 50; _distance = 350; _direction = random 360; _position set [2, _height]; [_position, _distance, _direction] spawn BIS_fnc_thunder; sleep (30 + random 10); };};[] spawn { waitUntil {DEFUSED}; ["Task_Defuse", "Succeeded"] call BIS_fnc_taskSetState; sleep 2; ["end1", true] call BIS_fnc_endMission;};[] spawn { waitUntil {ARMED}; ["Task_Defuse", "Failed"] call BIS_fnc_taskSetState; sleep 10; ["LOSER", false] call BIS_fnc_endMission;}; Share this post Link to post Share on other sites
Ranwer135 308 Posted August 24, 2015 No. The script you have there is ONLY intended for ".sqf" files. There is no possible way of having a scheduled script running in the editor. (What I mean by that, is that ".sqf" scripts run from top to bottom...whereas the editor initializes it all at once.) Also, the editor will not like local variables, unless contained in an example below: player addAction ["TEST", {null = _this execVM "test.sqf"}]; Share this post Link to post Share on other sites