Jump to content

major-stiffy

Member
  • Content count

    737
  • Joined

  • Last visited

  • Medals

Community Reputation

163 Excellent

About major-stiffy

  • Rank
    Master Sergeant

Profile Information

  • Gender
    Male
  • Location
    US of A

Recent Profile Visitors

917 profile views
  1. How to make Ai talk to player

    Did you save the mission in the editor called tak.zargabad ? I assume you are making a mission on the zargabad terrain. Search your c: drive for your mission as you saved it. tak.zargabad ??? If you did there will be a mission.sqm file inside the saved mission folder on your C drive. Then you either didn't save your mission in the editor or your looking in the wrong location for the folder.
  2. How to make Ai talk to player

    Yes. If the folder name is tak.zargabad then inside that folder should be a mission.sqm Put the mychat.sqf inside the same folder.
  3. How to make Ai talk to player

    Globalchat and more unitName, globalChat "chatText" player, globalChat "This is what I want to say!"; player, globalChat "What?"; Save it in a file named. mychat.sqf (NOT .TXT) Put this file in the root of your mission save folder. Set trigger Activated by Blufor. In activation field of trigger put. nul = execVM "mychat.sqf";
  4. Just remoteExec and BIS_fnc_MP the crap out of the code.
  5. Love it. Ryd knows his shit. Question? Fully MP compatible ?
  6. On Lingor, open the terrain in the editor. Look in the lower left corner of th editor and see the X and Y coordinates as you move your mouse around. Go to the location noted.
  7. Grass gone for me too.
  8. Ditto In editor check location 525, 6554
  9. Pilgrimage - Ported

    Good thought. It is a give away from a distance that it is a stronghold.
  10. Pilgrimage - Ported

    Understood. Just easier and quicker I thought this way. Just played another mission, found body on 2nd church. Had to be my all time quickest. Stomper was upside down when I got there but then, walked in my area a group of greenies. Had to wait for them to march around and walk away, didn't feel like messing with them at that point. Luckily there was a Prowler only 500m away from the church.
  11. Pilgrimage - Ported

    I completed Lingor mission and there is at least one change I should make if I update it. When the mission ends the TOD is set to 5 AM which makes the ending have darkness. Since I've changed the camCreate position to show an overview of the landscape while "the ending" takes place, a dark screen ruins the mood. In bodyboat.sqf setDate [2030, 6, 24, 5, 0]; //change the 5 to 12.
  12. Pilgrimage - Ported

    Nice ! A whole new Lingor. Expanded areas plus a bunch of changes, looks way better. Change log here Requires https://steamcommunity.com/sharedfiles/filedetails/?id=718649903 and https://steamcommunity.com/workshop/filedetails/?id=583496184 SP ready, PM to Alky for link.
  13. Pilgrimage - Ported

    I'm working on new Lingor 3.9 release to latest 1.95.
  14. Not that I know of but not saying it isn't possible.
  15. Here is a sample mission in VR https://1drv.ms/f/s!Al4irMhnXznahiaEk9JeQ1vN29PQ
×