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Jubal Savid

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About Jubal Savid

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    Lance Corporal

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  1. Jubal Savid

    hold action "capture"

    will this work in multi player
  2. Jubal Savid

    hold action "capture"

    Still dont work, im also trying to do this with a sqf file and a trigger my sqf files are in "missions>UN.tanoa" i have the trigger set up for condition p distance s1 < 5 this = [] execVM "slave.sqf";
  3. Jubal Savid

    hold action "capture"

    [s1, "Capture" "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { [s1] join p}, {}, [], 12, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0,s1]; current the missing warning pops up when i first load the mission
  4. Jubal Savid

    hold action "capture"

    i did, but i removed the extra and it still dont work
  5. Jubal Savid

    hold action "capture"

    https://steamcommunity.com/sharedfiles/filedetails/?id=2497185496 heres da error
  6. im not sure what's gone wrong here is what i have s1 is the name of a ai i want s1 to be capturable by a hold action the sqf file reads [s1, "Capture" "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { [s1] join p}, {}, [], 12, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0,s1]; help plox
  7. I have a idea for something akin to "altis life" but with two waring factions whose fighting hinders the civilian player's goals I want the game to be based around a UN peace keeping mission. The UN players try to counter the actions of the terrorist factions while the civilians try to earn money to arm themselves against the terrorists or make there own cause etc. I want the terrorist leader to be able to issue mission objects via a computer, similar to the altis life shop menus. The leader will see options like "Terrorize Villiage 1, kidnap 10 slaves from village 2, destroy the church in village 3 " When he selects one of these it will create a objective on the map for the terrorist team. Ideally they could only do one at a time and they would be awarded funds for completing each mission to by better shit or ai friends. How would one go about creating a menu, like the shops in altis life?
  8. I have a mission where players reach a point where there supposed to spend 3hrs. I would like to have some kind of event, such as a fade to black or flash of light take place that when the event is over it will be nighttime and the players can begin there mission. Only problem is I have no idea how to even begin going about this. Any tips or suggestions?
  9. I dont understand, all I see is 1 init field on when I click on a unit Never mind the squad init is where i put the file🤦‍♂️
  10. So I have a bunch of civilians with "this setDamage 1;" And ever time the mission launches a black box pops up with this: https://steamcommunity.com/profiles/76561198102769969/screenshot/791989721552634815 Its not mission critical and the bodies do what I want but its a annoying bug at the start.
  11. So here is the situation. My players will approach a set of triggers arranged in a box shape. If the players enter it the triggers cause hostile forces to stop holding fire. On the most natural approach, the road, there is a trigger which will warn the player that "beyond this point you will be shot. " The problem is theres a good chance the players will by pass this checkpoint return from behind the checkpoint later. Meaning they might shoot all the sentries from behind and drive through the checkpoint at which point the ghost of the Sentry will say ""beyond this point you will be shot. " So what i am looking for is something that is the reverse of "triggerActivated;" That way if the perimeter triggers cause the ai to go hostile before the warning is given the warning stops working.
  12. JBOY_Channel = radioChannelCreate [[0.185,1.000,0.118,1.000],"JBOY Radio","%UNIT_NAME", [Dimitri,Kowolskie,player]]; Dimitri setName ["Dimitri","Dimitri",""]; Kowolskie setName ["Kowolskie","JKowolskie",""]; This is what I have in the mission init file. Its saying it cannot find the files but it does pop up the text lol https://steamcommunity.com/profiles/76561198102769969/screenshot/791989383451560400 https://steamcommunity.com/profiles/76561198102769969/screenshot/791989383451563043 So technically it worked but something died in the process EDIT: Nvm it was because my variable names of my characters werent set up right int he editor
  13. Still no good, the Game doesn't realize there is two people talking it reads either Kowolskie (Jubal North) "Hi dude" Kowolskie "Hi" or Dimitri (Jubal North) "Hi dude" Dimitri "Hi" I want to be clear, my triggers all say either "Dimitri sideChat" or "Kowolskie sideChat" but the game still says only Kowolskie or Dimitri
  14. Still no good, the Game doesn't realize there is two people talking it reads either Kowolskie (Jubal North) "Hi dude" Kowolskie "Hi" or Dimitri (Jubal North) "Hi dude" Dimitri "Hi"
  15. playACTOR setgroupID ["Dimitri"]; Doesn't work, popped it into a hidden unit and it denies the existence of ";"
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