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CorporateHammer

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About CorporateHammer

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  1. Thank you very much. Spent the better part of the day researching the config.cpp before posting here so I know where to go for that lol. I wonder though if the compile statement could be put in init.sqf in an addon to use this in other co-op missions I've downloaded? may give that a try. At any rate, thanks for the response and will try and post back later tonight.
  2. I am trying to get an addon made for use with friends in co-op missions. Basically on button press bearing co ordinates are displayed either in sidechat or hint box. Currently I have a mission and when I put #include "\a3\editor_f\Data\Scripts\dikCodes.h" bearing_fnc_showPlayerBearing = { _bear = getDir player; player sidechat format ["Bearing %1",_bear]; }; ["Bearing Mod", "open_menu_key", "Open Menu", ["player", [], -100, "_this call my_fleximenu"], [DIK_LMENU, [true, true, false]]] call CBA_fnc_addKeybindToFleximenu; in init.sqf, everything works as should in the editor , however to get it to work in mission I have to use hint format ["Bearing %1",_bear]; instead of player sidechat format ["Bearing %1",_bear]; I would like to get this into a working addon mod I can give to friends as to use this in other co-op missions besides the ones I make if possible. I have tried creating a config.cpp and pboing the init.sqf with no luck. Any help would be greatly appreciated.
  3. I'm creating a co-op mission where you have to clear all OPFOR units from an area. The issue I'm having is when there are only a couple units left finding them can be quite a pain so to prevent the player from running around I would like to possibly attach mobile markers to the last 4 OPFOR units. I'm thinking of creating a trigger with (east countSide thislist <= 4) in the condition and calling a script that attaches mobile markers to the remaining units. I know how to attach marker to units like while{not isnull p1} do {"respawn_west" setmarkerpos getpos p1; sleep 0.5;}; my issue is I am spawning OPFOR AI that have no unit name. Is there a way to give the last 4 units a name in order to use the code to attach markers ? Or is there a different way I can go about preventing the player from searching for the last few AI guys ?
  4. ok thank you again. makes much more sense esp. the part about the timer or variable changing, cleared allot up for me.
  5. Many thanks for your time, thought maybe i was doing something wrong LOL and was about to post what i was trying. Will give it another go. ---------- Post added at 07:17 ---------- Previous post was at 05:22 ---------- well I'm having some trouble and may very well be on me. Couple questions, 1. _timer = [] spawn { sleep 30; glb_flagVar = true; }; this creates a local variable timer that counts to 30 then sets glb_flagVar to true correct ? 2. waitUntil { ({alive _x} count (units group1) isEqualTo 0) || scriptDone _timer}; then this runs and continues to the if statement right ? I guess I'm wondering if 1. if (glb_flagVar) means if glb_flagVar is true ? I"m also curious about the waituntil , could there be a way to do the count of units alive in group after the timer gets to 30 then use the global variable glb_flagVar in the 2 trigger conditions ? 1 trigger goes off if false or the other goes off if true ? Sorry, again your code may very well be on point I guess I don't have the knowledge to do what I'm wanting to do.
  6. Thanks. Really trying to grasp scripts so I guess I tend to think of over complicated ways to do stuff LOL. Will give your advise a go and Thanks.
  7. http://www.armaholic.com/forums.php?m=posts&q=19075 this may help
  8. What I would like to do is have players kill 4 guards in 30 sec. if failed set task to fail and sound alarm spawning reinforcements or if successful set task successful and delete the alarm trigger. So I have 4 guards with // group1=group this // in init task called Guardkills 1 trigger "noReturn" - this set for blufor present a point of no return so to speak 2nd trigger " alarm1_1" condition // opfor , present , this && triggerActivated noReturn; // On ACT // if (({alive _x} count units group1) < 1) then {deleteVehicle alarm1, Guardkills setTaskState "SUCCEEDED"};// Countdown 31 for min, mid, max 3rd trigger "alarm1" condition // once, present, opfor , this && triggerActivated noReturn; // On ACT // code to spawn AI; deleteVehicle alarm1_1; Guardkills setTaskState "FAILED"; Timeout 34 min, mid, max. This trigger sounds an alarm once set For some reason this is not working. Maybe I'm taking too complex of an approach I don't know. My theory I guess is trigger the point of no return which sets off both opfor triggers at that point as 4 opfor guards are present. So if killed 4 guards within the 31 secound countdown it should trigger task successful and delete the trigger with the reinforcements before it fires and also wouldnt fire due to opfor needing to be present the whole 34 sec to fire. Any help, tips, or flat out thats just wrong would be greatly appreciated.
  9. CorporateHammer

    Happy Birthday Arma 3!

    Happy Birthday! better late than never I hope.
  10. CorporateHammer

    Post New Thread Button missing?

    Just the info I was looking for.
  11. CorporateHammer

    The Newcomers' Introduction Thread

    Hello, new here and just got super absorbed in the ARMA 3 editor.
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