Jump to content

jonipetteri

Member
  • Content Count

    74
  • Joined

  • Last visited

  • Medals

Everything posted by jonipetteri

  1. Hyvä jätkät! Great job guys!
  2. Hey pierremgi! How to whitelist in kill punishment module? What is the array I can use? I tried unit_classname and unit_variable_name and it still gives me a warning... And what about multiple units in that whitelist, how do I put?
  3. jonipetteri

    Drag Dead Body Script

    Anyone got this working in MP?
  4. jonipetteri

    Trigger activation based on speed

    Setup was all fine. Problem was that the trigger was attached to object (random placement). Removed attachTo and boom. So, attachTo is messing that code somehow.
  5. Hello guys! Once again, need help. I'm trying to do "IED-trigger" which is activated if BLUFOR is moving faster than X in the trigger radius... How can I set it up? Thank you!
  6. jonipetteri

    Trigger activation based on speed

    Now using this in trigger condition field: (ThisList findIf { (speed _x) > 1 && ((position _x) select 2) < 5 }) >= 0 And nothing happens.. Driving on it and running on it.
  7. jonipetteri

    Trigger activation based on speed

    Nope.. Still doesn't.
  8. jonipetteri

    Trigger activation based on speed

    Can't get this work... I'm using this in trigger cond: thisList findIf{vectorMagnitude (velocity _x) > 50 && {((position _x) select 2) < 5} } > -1; And AN Act; ied01 setDamage 100; And yeah, BLUFOR PRESENT What am I missing?
  9. Hi guys! Is there any commands to use, similiar than memoryPoint? I've been testing it and googling, without wanted results. What I want do, is to attach simple object to units hand. So that the object is moving in the hand with units animation/model. Thank you.
  10. jonipetteri

    AttachTo memoryPoint?

    Thank a lot GF!
  11. jonipetteri

    AttachTo memoryPoint?

    Vanilla cell phone, with editor.
  12. jonipetteri

    Trigger activation based on speed

    Thank you, sir! Few things: 1. Whats that "-1" at the end? 2. What is defining the side?
  13. Solved. unitgroupname setSpeedMode "FULL";
  14. I've placed AI unit in the editor. AI unit is random patrolling. For this I used Eden Enhanced option - Random Patrol. I've attached trigger to this unit. Trigger is activated when player inside. When trigger activated, this unit starts to walk to players position. At this point I want this unit to run. Cheers
  15. I haven't put any waypoints, because of random patrol.
  16. When player enters inside of the trigger, unit should run.
  17. Can you share the code you are using?
  18. Yeah, I need help with this: I'm trying to use trigger to move Unit X to playable unit, even when playable unit moves away from triggered point. So like, Unit X is kind of following whoever (any player) triggered it. Suicide bomber purposes... Thanks in advance.
  19. Is there a way to change disarming time?
  20. I'm trying to do triggerman for the ied and what I need is when player is in ieds trigger area AND is seen by unitX, then the ied will explode. "Detected by sideZ" option in the trigger doesn't seem to work that well... For now, I'm doing all this in the editor. Is there some code I could use in condition of trigger, like: "unitX HasItsEyesOn unitY"; ?
  21. jonipetteri

    IED Triggerman

    Thank you. I really appreciate.
  22. jonipetteri

    IED Triggerman

    Is it possible to convert to MP? Or side? Like: unitX knowsAbout anyPlayer > 1.5; Like: unitX knowsAbout BluFor > 1.5;
×