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JoseRodriguez

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Everything posted by JoseRodriguez

  1. Hello, I want to end the mission with a pre-defined artillery strike. I created a custom support option and I want it to reveal hidden artillery units. I tried linking Hide/Show module to a trigger and activate the trigger on "expression" of the custom support, but it doesn't work. I'm not quite sure how to do it. I just want the radio command to reveal hidden units, then end the mission after a while. So, how can I activate one or more triggers with custom radio command? Thanks in advance,
  2. JoseRodriguez

    Custom Support Trigger Activation

    Thanks a lot! I never understood or had a chance to use those stuff. Show Model and disabling some AI features will be sufficient since they have waypoints assigned to them. Yes, I tried this one but isNil option was the main thing I should've focused I guess. I tried some stuff like tr==1; etc... I will try this one too in case similar things required in the future. Thanks a lot!
  3. Hello, I have another noob question. I use below template for init of missions. It works perfectly. However, I want first text to take 10 seconds to appear and 10 more seconds to disappear. I also want the second text to do the same in 15 seconds. But it doesn't work. I tried to change "5" values but black screen is messed up. It suddenly opens, then goes to black again etc... To be honest, I don't understand how this works. Can you guys help? null=[]spawn { cutText ["","BLACK FADED",2]; titleText ["Test Text 1", "BLACK OUT", 5]; uiSleep 5; titleText ["Test Text 1", "BLACK IN", 5]; uiSleep 5; titleText ["Test Text 2", "BLACK OUT", 5]; uiSleep 5; titleText ["Test Text 2", "BLACK IN", 5]; uiSleep 5; [1, "BLACK", 5, 1] spawn BIS_fnc_fadeEffect; };
  4. JoseRodriguez

    Titletext & Black Screen at Mission Start

    I resolved it by injecting cutText to certain points. Looks like it runs out of cutText fuel... Still don't know how it works though null=[]spawn { cutText ["","BLACK FADED",2]; titleText ["Test Text 1", "BLACK OUT", 10]; uiSleep 10; titleText ["Test Text 1", "BLACK IN", 10]; uiSleep 10; cutText ["","BLACK FADED",2]; titleText ["Test Text 2", "BLACK OUT", 15]; uiSleep 15; cutText ["","BLACK FADED",2]; titleText ["Test Text 2", "BLACK IN", 15]; uiSleep 15; [1, "BLACK", 5, 1] spawn BIS_fnc_fadeEffect; };
  5. Hello again, CUP units looks to have some issues, especially with items. I just want them to have NVG assigned to the related slot, but all units appear NVG's in their inventory rather than their heads. I tried addWeapon, assignItem and linkItem, but non of them work. I also tried removing the items and add again, but no luck. CUP_NVG_PVS14 is the one for any CUP_B_US_Soldier_UCP Edit: They appear to have NVG's assigned to slot in 3DEN, but they all put back to inventory when in game. Edit: Units wear NVG's in inventory after a while when it's dark. I think the issue was the "skipTime" function messing up with AI.
  6. Hello, I want AI to follow squad leader instead of player when in "Safe" or "Careless" mode. Is it possible? I actually want them to follow waypoint into village with squad leader by walking weapons down instead of pointing up like about to murder the whole village, but when in this mode, they just follow player which player is supposed to follow another waypoint. If there is any other way, I'll appreciate it. Thanks,
  7. JoseRodriguez

    AI Following Player in Safe

    I was actually playing the first showcase and realized that. Thank you very much.
  8. Hello, I'm making a mission which you switch units with a trigger. Trigger condition is fine, but issue is the activation. I want to have a phase, like, "fadeout > sleep for about 5 secs > switch unit > sleep for another 5 secs > fadein". Issue is, sleep doesn't work in triggers. Fadeout sequence starts but turns into fadein almost immediately with a bunch of "expression errors". //This is what I got inside Trigger "On Activation" [0, "BLACK", 5, 1] spawn BIS_fnc_fadeEffect; uiSleep 5; selectPlayer player2; uiSleep 10; [1, "BLACK", 5, 1] spawn BIS_fnc_fadeEffect; I'm not very found of external files or I don't really understand script languages. Is there a way to make it work with triggers? I remember these being easy before, I had a Steam post but looks like discussions were wiped and stuff changed since then.
  9. JoseRodriguez

    Sleep in Trigger

    Although I have no idea what actually null does, it just worked ! Thank you very much good sir.
  10. Hello! It's probably a very easy situation but I can't find any help so far. I want to apply the steps below between three locations (LA, LB, LC) Start (anywhere): Task 1- Go LA (On LA) - Success Task 2- Go LB (On LB) - Success Task 3- Go LA (On LA) - Success Task 4- Go LC (On LC) - Success I use trigger (Blufor Present) but I'm having problems. When I sync one trigger and set it to "Repeat", both Task 2 and Task 4 gets activated and when I activate again, Task 2 completes and starts again. When I use two different triggers, Task 4 is enabled when units reach LA for the first time. I need tasks to be activated and completed just like the steps I mentioned above. How can I do that?
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