Jump to content

notproplayer3

Member
  • Content Count

    59
  • Joined

  • Last visited

  • Medals

Community Reputation

5 Neutral

About notproplayer3

  • Rank
    Lance Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. notproplayer3

    while loop inside forEach

    Then I screwed up my code somewhere else for it to not work, I'll remember waituntil next time I'll need to use some loop, so thanks a lot for correcting me
  2. notproplayer3

    while loop inside forEach

    this animation in particular ("AmovPercMstpSnonWnonDnon_Salute") is a static animation, if you go in the animation viewer, you'll that the duration of that move is 0, so you need some kind of loop to always make the unit maintain that pose, so the waituntil in Grumpy Old Man's code wouldn't work for me, and even though you are totally right about playMove being better in the code I gave you, for my purposes I still need to use switchMove. Anyways, thanks for your response
  3. notproplayer3

    while loop inside forEach

    oh, I see, thanks as always for your help, I don't know what I'll be doing without you on the BI community
  4. This script was meant to make all the units of a squad salute so the problem is that the _x variable in the while loop seems to be working for only one unit of the group myUnits = units _mysquad {_x switchMove"AmovPercMstpSnonWnonDnon_SaluteIn"; while{s2} do { _x PlayMoveNow"AmovPercMstpSnonWnonDnon_Salute"; }; _x switchMove "AmovPercMstpSnonWnonDnon_SaluteOut"; } forEach myUnits s2 is a boolean that changes to false after a certain amount of time in another script s2=true; sleep 6; s2=false; and _mysquad is simply the variable name of a squad composition like I said the _x variable outside the while loop works fine but when it is inside that loop it works for only 1 unit for some reason (my squad has 6 units) I am aware that this portion of the script could totally be fine so tell me if it is, I say that because I reduced my code in this thread to the only portion I thought was incorrect
  5. I don't understand, you don't need to find the module classname, you simply place a module in the editor by hand, then you put something in the "name" section of that module (let's say you put "mod1") and in your trigger activation you write: mod1 synchronizeObjectsAdd [player]; if you want to find the classname of a unit you want to spawn, put "call BIS_fnc_configviewer" in the init of some playable unit or in another radio trigger and you should be able to see all the classnames in the game
  6. So if I understand correctly, you used createUnit to create a new unit: _newunit = "your_unit_type" createUnit [pos, group]; then addSwitchableUnit _newunit ; what you need to do now is to give a variable name to your module (mod1 for example) and: mod1 synchronizeObjectsAdd [player]; or mod1 synchronizeObjectsAdd ["_newunit"];
  7. notproplayer3

    For X time do {code}

    I see, thanks a lot
  8. notproplayer3

    For X time do {code}

    Yes, indeed it works, to be honest I thought there was some command in the game that made this more simple to do, but I won't complain more, anyways thanks a lot to all of you
  9. notproplayer3

    For X time do {code}

    I'm sorry if I wasn't clear but I meant for X time in seconds
  10. This might be a stupid question but is it possible to do a "while{} do {}" or "for{}do{}" or "if{}then{}" loop that executes the code during a specified amount of time
  11. Is this error related in some way to the mission.sqm file ? because I had this message on one of my mission and in the .sqm file of that same mission there weren't any of the faulty addons I got on the error mesage in the addons[]={....} section
  12. notproplayer3

    Eden rotation / tilt

    thanks a lot, the untoggle snap worked out just fine
  13. notproplayer3

    Eden rotation / tilt

    excuse me but every time I tilt something using that tool and then move that tilted object somewhere else, the tilt resets, does someone know how to fix this?
  14. thanks a lot for your help
×