Soapy_87 1 Posted January 2, 2018 Hello! I have played about with the editor forever but now I'm starting to get into scripting. I have come up with an idea to implement a battlefield-like "mCom" system. I am in need of some help, I'm not sure how to script correctly and am struggling to get this to work. I have an sqf called "mCom" in it is the following; mCom1Armed = false mCom1Destroyed = false; if (playerSide = WEST) then [ [ _mCom1, //// Object to add Action to, create this object in editor "Arm mCom", //// Add Action title "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", //// Icon shown while Idle "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", //// Progression Icon shown "_this distance _target < 3", //// Condition for the action to be shown "_caller distance _target < 3", //// Condition for the action to be in progress {_this call s_fnc_armingStarted}, //// Code exectuted when Action starts {}, //// Code executed on every progression tick {_this call s_fnc_armingComplete, ,mCom1Armed = true}, //// Code on completion {_this call s-fnc_armingCancelled}, //// Code on interrupted [], 15, //// Activation duration (seconds) 0, //// Priority (not sure what this is for) true, //// Remove on completion false, //// Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", -2, _mCom1]; ]; I have another sqf called "countDown" with the following code; _timer = 300; [ _timer = _timer -1; ] call BIS_fnc_loop; hint "The mCom has been Armed! /n it will detonate in 5 minutes!"; if (_timer = < 120 ) then [ hint "Two minutes until the mCom detonates!"; ]; if (_timer = < 60 ) then [ hint "One minute until the mCom detonates!"; ]; if (_timer = < 30 ) then [ hint "30 seconds until the mCom detonates!"; ]; if (_timer = < 1) then [ bomb = "Bo_GBU12_LGB" create vehicle getmarkerPos "mCom1Mark"; mCom1Destroyed = true; ]; Then I have a folder filled with custom functions. All sqf's One being "s_fnc_armingStarted"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "Your team are arming the mCom"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team are arming the mCom"; ]; Another; "s_fnc_armingComplete"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "Your team have armed the mCom!"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team have armed the mCom! /n quickly disarm it!"; ]; execVM "countDown.sqf"; And one more, "s_fnc_armingCancelled"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "You have stopped Arming the mCom!"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team have stopped Arming the mCom"; ]; Share this post Link to post Share on other sites