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TappT

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About TappT

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  1. Placing a trigger with repeatable enabled and set to anybody would work for both singleplayer and multiplayer. It only fades the sound for the units that are within the trigger. This lowers the sound of every unit inside the trigger and increases its volume to default when you leave the trigger. //On Activation 2 fadeSound 0.2; //On Deactivation 2 fadeSound 1;
  2. Back in the day i did a teleport script where it teleports you to where you shoot (or where the bullet lands). Someone might find it useful //Init.sqf _unitwep = player; bulletinair = false; bulletinairpos = []; _unitwep addeventhandler ["Fired", { _this spawn { _unit = player; if (!bulletinair) then { bulletinair = true; _bullet = _this select 6; _pos = getPosATL _bullet; while {alive _bullet} do {_pos = getPosATL _bullet; bulletinairpos = getposATL _bullet}; _roundpos = [(round (_pos select 0)),(round (_pos select 1)),(round (getposATL _bullet select 2))]; _null = (_pos select 0) + (_pos select 1) + (_pos select 2); if (_null == 0) then {hint format ["Error: pos = %1",_pos]} else {_unit setpos [_pos select 0, _pos select 1,0.5]; hint format ["Teleported to: %1",_roundpos]}; waitUntil {!alive _bullet}; bulletinair = false; bulletinairpos = []; } else {hint format ["Wait for bullet to hit the ground, its %1M from the ground",(round (bulletinairpos select 2))]}; }; }];
  3. yep sorry, thats why. i'll delete it.
  4. I'm trying to make my own CTF mode where i want to find the nearest unit within 5 meters of the flag where that unit is _unit. i have been searching around in different forums but cannot find anything that i can use that works. I am quite new to scripting and trying to learn as much as i can. This is what i have so far: //the init of the flag [[blueflag,["Pickup","blueflag.sqf"]],"addAction",true] call BIS_fnc_MP; //blueflag.sqf _unit playActionNow "MedicOther"; sleep 6; blueflag attachto [_unit, [0, 0.4, 5] ]; scopeName "loop"; while {alive _unit} do { if (!alive _unit) then {detach blueflag; blueflag setpos getpos _unit; breakTo "loop2"} else {breakTo "loop"}; scopeName "loop2"; if (!alive _unit) then {[[blueflag,["Pickup","blueflag.sqf"]],"addAction",true] call BIS_fnc_MP; breakTo "loop";} else {breakTo "loop2"}; this code works when i make _unit = player. But if the player dies and someone else picks up the flag i want _unit to change to the unit which picked up the flag.
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