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Luckyas

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Everything posted by Luckyas

  1. Okay. Il try that. Only problem is that I can't test it right now. Il have to wait on my friend to come online . Thank you very much already. Il keep you updated once i've tested it!
  2. Yes. I am indeed the server. Il try calling it in initPlayerLocal.sqf and onPlayerRespawn.sqf. But this will create the trigger for everyone right? I think il get into some trouble then with timing. Because the script is full of timing of when the zone will shrink. Also at the start of the script a random start point is being determined. strpos = [str1, str2, str3, str4, str5, str6, str7] call BIS_fnc_selectRandom; If the script is being called on every client it will not be synced with the other people.
  3. The init.sqf is calling the script. [] execVM "zone.sqf"
  4. Luckyas

    Can't change activation type in trigger.

    I dont know how, but when spamming it and pressing enter I fixed it. I can now acces the menu again.
  5. Luckyas

    Can't change activation type in trigger.

    I am encountering the same problem. Also after the 64 bit update. I think its a bug.
  6. Tested it out and it works great! Its exactly what I needed. Thank you so much. Lucas
  7. Hello guys. I am making a script for my scenario that will have a bomb behind your car. When you press the addaction it will detach the bomb and make a trigger area around it. When someone is driving trough the area it will create a large explosion at the bomb. The script works pretty good but only when you use it once. I think this is because the variables are the same. Now is my question: How can I make this script work multiple times. First script: mine1 = "SLAMDirectionalMine" createVehicle [0,0,0]; mine1 attachto [car1, [0, -3, -1.3]]; car1 addAction ["Drop dah bomb", "expmine1.sqf"]; Second script: detach Mine1; trgm1 = createTrigger ["EmptyDetector", getPosASLW Mine1]; sleep 0.2; car1 removeaction 0; sleep 1; trgm1 setTriggerArea [8, 8, 0, false]; trgm1 setTriggerActivation ["CIV", "PRESENT", true]; trgm1 setTriggerStatements ["this", "'M_Mo_82mm_AT_LG' createVehicle (getPosASLW Mine1); deleteVehicle Mine1", "'"]; Best regards, Lucas
  8. It is actualy for a race im making. And my race track is up the the air and its pretty buggy when it comes to mine detecting. Thats why im doing it like this . The mine that is attached to the car and is getting dropped is just for the looks.
  9. Thank you very much. Unfortunatly I have to go now but il test it tommorow. Greetings, Lucas
  10. Hello JasperRab. I tested your script but it still gives me an error. The first error is 1 sec after I placed the bomb. It sais: http://imgur.com/aTY4zy8. It did create the trigger with all the specifications I think because when I walk into it it creates the bomb. But it then gives me this error http://imgur.com/7qwQFub. Its not deleting the " _mine" because of the error. Thank you very much for looking into this. Lucas
  11. And also I think I didn't explain good what my problem was. The problem was that when I use the script to lay a bomb down it works, but when I then want to place another one down it moved the trigger area. But I think your script will totally work once's this error is fixed.
  12. Hello JasperRab. Thank you so much for trying to help me. The script looks very professional but when I try it out it gives me 2 wierd errors thats I cannot seem to find out why. I placed the script you made in my mission's init.sqf. Then I call for the fnc_addMine. It then gives me this error: http://imgur.com/B7WF8f5 And when I drive over the mine and the trigger area it gives me this error: http://imgur.com/pvI0pxQ. I think the problem is in this line of the code: _trigger setTriggerStatements ["this", format["'M_Mo_82mm_AT_LG' createVehicle (getPosASLW %1); deleteVehicle %1", _mine], ""]; If you could take a look at that I would apriciate that very much. Best regards, Lucas
  13. Exile is a pretty good mod, but if you want hardcore survival I would look for something like dayz. But both are fun to play
  14. https://www.youtube.com/user/Feuerex This guy makes very good tutorials. He explains everything very clearly. And if you have questions you can always ask him.
  15. Luckyas

    Heal AI Task

    Check for the damage of the AI. When you use a first aid kit they will heal to 75%. Meaning their damage is 0.25. Use the code: damage ai == 0.25 Hope this helped you out. Lucas
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