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Reeveli

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Everything posted by Reeveli

  1. So I am making a mission where an unconscious player (using the Ace medical system) has to be dragged/carried to an evacuation zone for them to be sent back to base. This is simply a trigger with the following parameters: Activation: Any Player Activation type: Present Repeatable Condition: (player getVariable "ACE_isUnconscious" isEqualTo true) && (player in thisList); On Activation: player execVM "scripts\Evacuation.sqf"; cutText ["You are being evacuated...","black out",0.5]; sleep 1; player setpos (getpos tp_base); playSound "ski_long"; player playAction "PlayerStand"; sleep 20; cutText ['','black in',5]; However there is a problem. If a player gets shot down in the evacuation zone everything works as intended. However when I was testing this with another player we found out that if somebody is dragged/carried (and then dropped) into the evacuation area the trigger won't activate. To eliminate any problems I also tested this without the script and just having player setpos (getpos tp_base) in the on activation field and the result was the same. So it seems that the trigger condition is insufficient. I am not sure why the trigger doesn't activate the moment a patient is dropped into the area so would anyone have any ideas how to improve the trigger?
  2. Just tested this and unfortunately it will not work. After dragging the patient into the trigger area and then dropping him will not activate the trigger.
  3. I am sorry but as far as I can tell your code is supposed to give a hint when the map is opened while having a GPS in inventory. And on my tests it doesn't work. So I will need a another solution to this. Tried the following: addMissionEventHandler ["Map", { params ["_mapIsOpened", "_mapIsForced"]; if (_mapIsOpened) then {openMap false;} }]; But it doesn't work either. I tested this event handler with hints and it does fire when the map is opened, but the openMap false -command seems not to work. Could use some moore help with this if anyone has any ideas.
  4. I'm sorry but as I said I have no idea how to use the eventhandlers. What would the code be like e.g. in initPlayerLocal.sqf since this would be for all players?
  5. I am making mission where the players don't know where on the map they are starting from. Disabling the center map on player function was easy enough. However there is another problem. Both in the mission briefing screen and after the mission start when the player opens his map for the first time the map starts zoomed in and centered on the player's location. Is there any way of preventing this, like having the map camera focused on an invisible marker somewhere? Any tips will be appreciated.
  6. Giving the player GPS kind of defeats the point of them not knowing where they are don't you think? Anyway just removing the loop worked just perfect as you suggested.
  7. Alright thank you I am making progress here. Couple of things: First of all for anyone going for the same thing as I am this is what I use in the initPlayerLocal.sqf: waitUntil {visibleMap}; player linkItem "itemMap"; []execVM "scripts\Map.sqf"; Notice the difference in {visibleMap}. If you use {!visibleMap} the map is still present in the briefing screen and centered on the player. Reversing the condition makes the briefing a black screen which suits my purposes. Secondly there is a slight problem with Pierre's script. The camera will focus on the specified position every time player opens the map. This will get annoying to the players and is not necessary after the first time map is opened. Doing something like an event handler that the server changes after mission start would terminate this script. But the problem is that any players joining after that would start their maps centered on their location. Anyone have any ideas how to terminate Pierre's script individually for each player after they have opened the map once?
  8. Okay so I have given each player a custom action to spawn a chemlights on their position so they can drop them under water: "Chemlight_green" createVehicle getPos player; This works great for vanilla items but for some reason anything ACE won't spawn this way, like" ACE_Chemlight_HiYellow", "ACE_Banana" or "ACE_Chemlight_IR". Any idea why this is? I had my friend replicate this so it isn't an issue just on this particular script.
  9. Thanks for the info, where does one get the proper class names? Used the ACE Class names list to get these.
  10. Got it work, thanks to you both.
  11. I am working on a mission that uses the Aliascartoon's rather awesome JDAM script. However the script requires an object as the target. An invisible helipad will do. However I would like to have the invisible marker move to the position that a player is lasing using the laser designator whenever a script is activated. I tried to search the forums but couldn't find anything that I would get to work. I have tried playing around with the getmarkerpos and getpos laserTarget player commands but without success. Any tips?
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