Jump to content

Meat2432

Member
  • Content Count

    5
  • Joined

  • Last visited

  • Medals

Everything posted by Meat2432

  1. Thanks for responding to me, even though at first I didn't really understand what to do I'm still quite new to scripting and what you're able to do seems like magic to me lol, I had to do a little bit of playing around to get it to work, instead of the driver fire off the depth charges I gave it to the the commander as when it plays its cutscene you can't see where you're going, I've not tested this in multiplayer yet hopefully it's only the person who fires the weapon gets the cutscene and not everyone on the server lol but that's a problem for another day, so I put all this into my mission init.sqf frigate1 addEventHandler ["fired",{if (_this select 1 == "sab_depthcharge_launcher") then{drop1 spawn sab_sw_fnc_launch_depthcharge;};}]; drop1 = createVehicle ["Land_HelipadEmpty_F",position frigate1, [],0,"NONE"];drop1 attachto [frigate1,[1, -55, 0]]; drop1 allowDamage false; frigate1 addMagazineTurret ['sab_16rnd_depthcharge_mag', [0]]; frigate1 addMagazineTurret ['sab_16rnd_depthcharge_mag', [0]]; frigate1 addMagazineTurret ['sab_16rnd_depthcharge_mag', [0]]; frigate1 addMagazineTurret ['sab_16rnd_depthcharge_mag', [0]]; frigate1 addWeaponTurret ['sab_depthcharge_launcher', [0]]; also recorded a little video showing it working alongside with the original weapons as before I was unable to get it working, it would fire depth charges when any weapon was fired https://youtu.be/u1CizRdbBto thanks for helping me out and thanks for these great mods look forward to seeing what you do next.
  2. Hi DSabre I'm really enjoying your mods, I want to use USS Sims from your Naval Legends mod and add these depth charges to its weapons Arsenal the method that I thought would work was this frigate1 addMagazineTurret ['sab_16rnd_depthcharge_mag', [-1]]; frigate1 addWeaponTurret ['sab_depthcharge_launcher', [-1]]; it fires and uses up its magazine but it don't get the glorious depth charge effect, I'm getting there must be more to it, hoping you might be able to help
  3. I'm trying to make a mission using IFA3 mod the mission is World War II airborne assault mission and I used UnitCapture for a more cinematic approach for a closer formation, when it comes to actually para drop in I thought I could just set static line paradrop Waypoint but it only works some of the time, I wanted it to work every time so I thought I could use a Trigger that is activated once Independent is present but I don't know how to reference the paradrop Waypoint, I can get everyone to eject with this {unassignVehicle _x; _x action ["Eject", vehicle _x]} forEach units Group1 it throws the guys out but just not with a parachute lol, when I was looking for information about that and other things I wanted to use through a trigger, I came across this telling me that I meant to be able to, Link Here I've tried looking on YouTube for videos explaining how to apply this or more information on how to do this, how do I know what is the code for turning on the interior red light or do I copy everything that's in there about the interior lights make my own sqf file like this changeLightToRed.sqf condition = "[this,(call ww2_fnc_findPlayer),false] call LIB_fnc_changeLightCondition"; displayName = "<t color='#FF0000'>Change Light to Red</t>"; displayNameDefault = ""; onlyForPlayer = 1; position = ""; priority = 18; radius = 20; statement = "[this,false] spawn LIB_fnc_changeLightStatement"; I tried it and it didn't work, any assistance you can provide will be appreciated.
  4. I've made an sqf where it will create an object and let you pick it up and put it down, my problem is in the putting down of the object, I have to reattach the object to a lower position to the ground before detaching to prevent fall damage to the object, the problem is I used the object variable name in attaching it to player ( AMMOBOX attachto [player,[0,0.6,0.2]];) when multiple objects are created with the same variable name I will drop one object and then a second will attach itself to me, I've tried changing the variable name to something used in local but I get an error undefined variable in expression, I'm new to this and don't know what to do. if (!isDedicated) then { AMMOBOX = createVehicle ["Box_Syndicate_Ammo_F",position Spawnboxs, [],0,"NONE"]; AMMOBOX setDir ((getDir Spawnboxs) - 180); while {alive AMMOBOX} do clearMagazineCargo AMMOBOX; clearWeaponCargo AMMOBOX; clearItemCargoGlobal AMMOBOX; clearBackpackCargoGlobal AMMOBOX; AMMOBOX addMagazineCargoGlobal ["uns_30Rnd_556x45_Stanag_T", 70]; AMMOBOX addMagazineCargoGlobal ["uns_m60mag_200", 8]; AMMOBOX addAction ["Pick up",{call Pick_up;}, nil, 1.5, true, true, "", "_this distance _target < 1"]; Pick_up = { _object= (_this select 0); _object attachto [player,[0,0.5,0.9]]; player switchMove "AcinPercMstpSnonWnonDnon"; player setVariable ["object",_object]; player Addaction ["Put down",{call Put_down}]; }; Put_down = { _id =(_this select 2); player removeAction _id; player switchMove "AidlPercMstpSlowWrflDnon_AI"; AMMOBOX attachto [player,[0,0.6,0.2]]; _object = player getVariable "object"; detach _object; }; sleep 1200 ,deleteVehicle AMMOBOX; }; I would be grateful for any help.
  5. I'm trying to make a defence mission at my FOB where players can start and after a given time a new defence task is created to let the side know they need to defend this area, but I don't want the enemy attacking the FOB when there's no players to defend it, I have a trigger set for blufor present, but if I don't have anything in the trigger's condition the FOB is always under attack when blufor are at the FOB, but I don't know what to put in the trigger's condition to only activate when the task is created. I'm still new to this and any help would be much appreciated. here's a link to my original post on Steam = http://steamcommunity.com/app/107410/discussions/0/1500126447404773443/
×