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notproplayer3

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Everything posted by notproplayer3

  1. I'm making a mission where at some point an entire squad (let's say I called it "_mygroup") is spawned with the BIS_fnc_spawnGroup function and then this entire squad needs to join my squad with me as the squad leader, it's this part that won't work. Thanks in advance
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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"];
  8. 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
  9. notproplayer3

    For X time do {code}

    I see, thanks a lot
  10. 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
  11. notproplayer3

    For X time do {code}

    I'm sorry if I wasn't clear but I meant for X time in seconds
  12. 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
  13. notproplayer3

    Truck loading squad problem

    Here's the situation : -I've got a truck that first has a load waypoint and then a transport unload waypoint -I've got a squad (I am playing as the squad leader) that has a get in waypoint synchronized to the truck's load waypoint and then a get out waypoint synchronized to the truck's transport unload waypoint The problem is that when I get in the truck, it doesn't wait for the other units and goes directly to the transport unload waypoint (which works fine)
  14. notproplayer3

    Eden rotation / tilt

    thanks a lot, the untoggle snap worked out just fine
  15. 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?
  16. thanks a lot for your help
  17. probably a stupid question but what's the syntax for the script, [1000,-1,true,100,1000,1000]execvm "zbe_cache\main.sqf", what do the numbers represent ?
  18. Ok, it is always good to know, I used the weapons command coupled with the in command like gr8 suggested it to me but I think your's is much better in that specific scenario where we need to check if a unit has a specific type of gun. Thanks for your post
  19. The situation is simple: in a trigger I put _backpack = backpackItems player; "rhs_weapon_svdp_wd" in _backpack; as the condition and in the activation I just put hint "hi"; so you probably guessed that the trigger is supposed to activate when the player has picked up this specific weapon, but for some reason it won't work
  20. Thanks a lot to both of you, this now works perfectly
  21. Thanks, I have fixed the classname but now there's another problem, the trigger is now activating when I've got my gun in my backpack or in another place, but it isn't activating when I've got it equiped
  22. still isn't working, I don't know if it is related to the fact that the gun is equipped and not in a backpack or in a vest but I tried putting it in the inventory and sill it wouldn't work
  23. notproplayer3

    how to make rearm tasks

    Thanks, I didn't know this event handler existed
  24. I was wondering how to make a rearm type task, for example what to put in a trigger so that the task will be completed, I was thinking about checking if each gun crate has an item less after taking things from it, the problem is I don't know how to script that
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