Play3r 143 Posted October 16, 2018 i have this two probs i want to spawn on a table when a trigger fire. i have made a SQF file that i run on ACT. _handle = execVM "SPAWN\ShowRadioPapir.sqf"; i have 2 invisible helipath placed on a table called Radiotable and inteltable when the script is done i get the hint and the Briefing i my map but not the radio and intel. What i do wrong i don't know. i have looked at this but can not see my mistake.. https://community.bistudio.com/wiki/createVehicle this is the complet script: leader1 SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon"; sleep 3; createVehicle ["ItemRadio", getMarkerPos "radiotable", [] ,0 , "NONE"]; createVehicle ["EvMoscow", getMarkerPos "inteltable", [] ,0 , "NONE"]; _null = execVM "briefing\diary.sqf"; hint"script done"; The classnames is found by log-logclasses to clipboard can someone guide me to what is wrong.. Share this post Link to post Share on other sites
pierremgi 4740 Posted October 16, 2018 You should place the objects in editor, then make them invisible: if (isServer) then {this hideobjectGlobal true}; comment " in the init field of each object"; then in your trigger act: if (isServer) then {object1 hideObjectGlobal false}; object1 here as example. 1 Share this post Link to post Share on other sites
XianGrim 73 Posted October 16, 2018 Came to suggest the same thing. I agree with Pierre. You'd have much more control over the items without having to worry about more lines of code to make sure the direction and height of the object are correct. 1 Share this post Link to post Share on other sites
Play3r 143 Posted October 17, 2018 23 hours ago, pierremgi said: You should place the objects in editor, then make them invisible: if (isServer) then {this hideobjectGlobal true}; comment " in the init field of each object"; then in your trigger act: if (isServer) then {object1 hideObjectGlobal false}; object1 here as example. thanks for the help, i did a try with the HideShow module , but this looks easier, << if (isServer) then {object1 hideObjectGlobal false}; >> i guess that this one can be done in a script also. So my script looks like this.. leader1 SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon"; sleep 3; if (isServer) then {Radioplayer hideObjectGlobal false}; if (isServer) then {EvMoscowIntel hideObjectGlobal false}; _null = execVM "briefing\diary.sqf"; then i put: _handle = execVM "SPAWN\ShowRadioIntel.sqf"; inside the trigger ACT field. Share this post Link to post Share on other sites
XianGrim 73 Posted October 21, 2018 You could shorten that a bit. No need to have 2 if statements with the same condition: leader1 SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon"; sleep 3; if (isServer) then { Radioplayer hideObjectGlobal false; EvMoscowIntel hideObjectGlobal false; }; _null = execVM "briefing\diary.sqf"; Share this post Link to post Share on other sites
Play3r 143 Posted October 21, 2018 10 hours ago, XianGrim said: You could shorten that a bit. No need to have 2 if statements with the same condition: leader1 SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon"; sleep 3; if (isServer) then { Radioplayer hideObjectGlobal false; EvMoscowIntel hideObjectGlobal false; }; _null = execVM "briefing\diary.sqf"; i have the lines put inside a subtitle dialog so it had to be two lines. but tanks for the info. i did not know that.. 1 Share this post Link to post Share on other sites