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  1. @killzone_kid thank you it works with trigger, but i have an issue that i do not understand when i pass through addaction I placed a "mobile device" (with the spinning light) named alarmgyro and a computer. In the computer init i past following code : this addAction["ALARM ON", alarmgyro1 switchLight "ON"]; this addAction["ALARM OFF", alarmgyro1 switchLight "OFF"]; And when i test, the light is already off, and i can not activate it, why ? Is there a way to use addaction to active/deactivate light simply ?
  2. I everybody, I would make an addaction system for my hangar with spinning light from "mounted device" object I know that with projectors, if i set damage to 0.2 if i remember correclty, it turns off the light So, I wanted make an addaction on computer that activate the spinning light of the mounted device, while 30 seconds, and after it comes back to its initial state How can i do this ? If there is no command for this, how can i set damage on this object while 30 second, and after comes back to initial no damage state ? Thabk you by advance
  3. Hi Georges, but with this system, it keeps the initial stuff (at spawn) ? or it keeps the stuff aquired when the person is killed ?
  4. This command doesnt work ๐Ÿ˜•
  5. Perfect Robust, i will try that ๐Ÿ˜‰ So i use only this code (not the other one) : OnPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; And i put in in Initplayerlocal.sqf If i only want to save the loadout the player start with but then it wont save the new items picked up Right ? ๐Ÿ™‚
  6. But with this command, if the person get a different weapon on the ground, and i respawn, i will keep this different weapon no ? I mean : if im a survivor, and i get AK, with your command, i will respawn with survivor stuff of with the AK too ?
  7. Hi everybody, I placed some survivors independant and i want that some of them wear different uniform. Problem : at every respawn, they do not keep the uniforms i placed on them before through Eden Editor So how can i do to make them keep their uniform when respawn ? By advance, thank you guys ๐Ÿ˜‰
  8. Hi everybody, Im actually using this script to delete a trigger when addaction done : this addAction["Deactive TRIGGER1", "deleteVehicle TRIGGER1"]; Its working, but i would make hint with "TRIGGER1 is deactivated" in same time i deactive the trigger, how can i do for this ? By advance, thank you guys ๐Ÿ˜‰
  9. I found ๐Ÿ˜‰ here is the solution for people who want (in yellow, the number is the height to set) gun = [ "rhs_weap_pb_6p9", "rhs_weap_pya", "rhs_weap_makarov_pm", "rhs_weap_makarov_pmm", "rhs_weap_pp2000_folded" ] call BIS_fnc_selectRandom; Waffe1 = "groundweaponholder" createVehicle getpos this; Waffe1 addWeaponCargo [gun,1]; Waffe1 setPos [getPos this select 0,getPos this select 1,2.00];
  10. I dont understand how it works really, sorry im not verry good at scripting ๐Ÿ˜•
  11. Hi guys ๐Ÿ˜‰ On my server im actually placing random loot spawns, for this, im using this command in INIT of empty helipad : gun = [ "rhs_weap_pb_6p9", "rhs_weap_pya", "rhs_weap_makarov_pm", "rhs_weap_makarov_pmm", "rhs_weap_pp2000_folded" ] call BIS_fnc_selectRandom; Waffe1 = "groundweaponholder" createVehicle getpos this; Waffe1 addWeaponCargo [gun,1]; Waffe1 setPos [getPos this select 0,getPos this select 1,0.00]; It works pretty well, but my problem is the height of the spawn : sometime when i place it in buildings, the script make spawn weapon automaticly to the ground, and not to the house surface -> So i want use this script to make spawn my stuff at 2nd floor of a building, it will not work because it will spawn on the ground, under the building My question is : how can i set the height ? in using this scrip Thank you guys !
  12. this && thisList findIf {_x isKindOf "CAManBase" && !(count weapons _x isEqualTo 0)} > -1 Your command worked thank you bro ๐Ÿ˜‰ !
  13. Hi guys, thank you for your help ๐Ÿ˜‰ So what i really write in condition, on activation ?
  14. Hi and thank you for your help ๐Ÿ˜‰ I want to set difficulty not for AI, but to remove killing message and crosshair, is it the same way ?