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Quack O'Neill

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Everything posted by Quack O'Neill

  1. Dose any one know why my sounds wont play ? params ["_object"]; publicVariable "Trigger_Con"; [ /* 0 object */ _object, /* 1 action title */ "Call HQ Supports", /* 2 idle icon */ "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", /* 3 progress icon */ "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", /* 4 condition to show */ "west isEqualTo (side _this)", /* 5 condition for action */ "true", /* 6 code executed on start */ {["Satphone", "Dialing!"] call BIS_fnc_showSubtitle, playSound3D ["\music\sound1.ogg", player], playMusic "RadioAmbient1"}, /* 7 code executed per tick */ {hint "Connecting!"}, /* 8 code executed on completion */ {hint format["%1 made contact with supports!\n\n%3", name (_this select 1), _this select 3 select 0],Trigger_Con = true;}, /* 9 code executed on interruption */ {["Satphone", "Re-Dial!"] call BIS_fnc_showSubtitle}, /* 10 arguments */ ["Connected!"], /* 11 action duration */ 7, /* 12 priority */ 0, /* 13 remove on completion */ false, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd;
  2. Do I paste this to overwrite "true"', or after it ?like "true", "west isEqualTo (side _this)", ? either way its not working for me. Iv tried it in both condition to show and condition for action, with no luck. Now worries i got it working. I did find a problem though... When I add this null = this execVM "tickleMe.sqf"; to an inventory item, the hold function is usable before you pick it up, but when you put it on the floor after storing it in your inventory, the hold function is no longer available. Any idea why this is ? also, would it be possible to implement altitude in to the condition ? so, you could only dial above 200m or something like that.
  3. where can i find a list of hold function icons with the correct names ? like a dial icon instead of the download icon. FIXED: /* 2 idle icon */ "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", /* 3 progress icon */ "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
  4. Quack O'Neill

    EDEN Editor BUGS

    Random spawn isnt working for grouped AI units anymore. The AI just spawn at the default placment of the units, and the player is the only unit to randomly spawn at the markers. method I place empty markers and rename them spawn_1 spawn_2 etc. Then I select all the spawn markers and set random start to the group leader unit / player. Am i missing something ? I used to sync the markers to the player and it worked perfectly every time. To make things even more confusing, my old missions on the workshop that were set up with random spawn still work after the apex update. So i think the problem has to be in the Eden Editor and the fact that you cant sync markers to units and waypoints anymore. The set random start works, but it is not keeping the grouped AI with the player / leader link to old mission that still works in scenario or multiplayer mode, but breaks when loaded into the editor. http://steamcommunity.com/sharedfiles/filedetails/?id=625558644 if you set random start of all the markers to all the units in the group, all units randomly spawn, but not together. every now and then a unit or two will spawn with you, which proves its working, but failing to keep them grouped together when only one group leader unit is used.
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