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About Kill_Tha_Playah

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  1. Squad name: Awesome-Gamerz Timezone/location: EU Gamemode preference: PVE Contact email: N/A, contact the moderator or admin on Discord. Discord: https://discord.gg/K55XgUr TS: Not yet online, but will be active when we play with task_force_radio Short description: New group who has their own server, custom missions and campaigns. No preset game times. Looking for more interrested players and dedicated mission makers. We are open for suggestions and improvements. Language: English
  2. Kill_Tha_Playah

    Script working on local host but not on server

    I´ve no clue how to use publicVariables or server ones. could you please give me an example?
  3. Kill_Tha_Playah

    Script working on local host but not on server

    When I host this mission on a dedicated server, and myself as a client, the trigger won't work. The talkscript works fine, but when the script ends, Civbar1=true; will be activated and should the trigger let it walk to the next waypoint.
  4. Hello fellow editors, Im working now for hours on a simple script that must activate a trigger. It works fine on my localhost, but not on my server. I can't get it to work. Could you please take a look at it and help me out. There are probatly hunderds of topics about this subject, but I seached for hours and can't figger it out. (Noob :P) ------------------------------------------------------------------------------------------ Talk script: // Quick animation. titleText ["You: You are not allow to stand here, please move back to the barrier","PLAIN DOWN"]; 10; sleep 8; titleText ["Civilian: Alright, ill go.","PLAIN DOWN"]; 10; Civbar1=true; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen playmove "AidlPercSnonWnonDnon_talk1"; ------------------------------------------------------------------------------------------ initServer: // ============= Variables Civbar1 = false publicVariable "Civbar1"; Civbar2 = false publicVariable "Civbar2"; Civbar3 = false publicVariable "Civbar3"; ------------------------------------------------------------------------------------------ Trigger: variable name: Civbar1 Condition: Civbar1 on Act: rocivbar1 enableAI "move"; rocivbar2 enableAI "move"; rocivbar3 enableAI "move"; trigger has a waypoint activation set ------------------------------------------------------------------------------------------ Civilian: variable name: rocivbar1 init: talk1 = this addaction ["Tell civilians to move behind barrier","Scripts\interaction\Civi\CivBar1.sqf"];