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Jubal Savid

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Everything posted by Jubal Savid

  1. 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
  2. Jubal Savid

    hold action "capture"

    will this work in multi player
  3. 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";
  4. 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
  5. Jubal Savid

    hold action "capture"

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

    hold action "capture"

    https://steamcommunity.com/sharedfiles/filedetails/?id=2497185496 heres da error
  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. 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.
  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. 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🤦‍♂️
  12. I have two players that should talk to each other Dimitri: "Hi dude" Kowolskie "Hi" That's how its supposed to go Heres what it actually happens, remember my profile name ingame is jubal north. Actual text: Kowolskie (Jubal North) "Hi dude" Kowolskie "Hi" How do I get it to display correctly
  13. 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
  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" I want to be clear, my triggers all say either "Dimitri sideChat" or "Kowolskie sideChat" but the game still says only Kowolskie or Dimitri
  15. 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"
  16. playACTOR setgroupID ["Dimitri"]; Doesn't work, popped it into a hidden unit and it denies the existence of ";"
  17. Im trying to make a .sqf file I am doing so by making a new document in my missions folder named "rem.sqf" and then opening it typing a bit of code and then saving the file by changing the type from "text" to "all files" the document still shows up as a text file though. I am using notepad. help would be appreciated
  18. Jubal Savid

    Can't save a .sqf file

    Still no good. nul = [] execVM "rem.sqf"; is what i have in the player's initiation field. However it still says rem.sqf not found. Literally all I have done is make both the "init.sqf" and the "rem.sqf" and add" nul = [] execVM "rem.sqf";" to the human player's initiation field.
  19. Jubal Savid

    Can't save a .sqf file

    Still no good. rem.sqf is not being found I am placing in my player's init field "null= [] execVM "rem.sqf";" maybe this is the problem?
  20. Jubal Savid

    Can't save a .sqf file

    Update: So i have the file. My rem.sqf looks like this "removeHeadgear this: removeGoggles this; removeVest this; removeBackpack this; removeUniform this; removeAllWeapons this: removeAllAssignedItems this;" How do I make this happen in game?
  21. Jubal Savid

    Can't save a .sqf file

    No i didn't 😭 That fixed it doh
  22. So I want have the ai mortar a position once players reach it. I have a mortar man with a hold order linked to a trigger that is set to go active after a trigger named"t2" is activate. At which put the hold waypoint should be skipped and a fire mission waypoint set as the current waypoint. I have another skip waypoint trigger set up that when that when activated will countdown 20 seconds and then skip the fire mission waypoint and make the last waypoint(hold) active. This isn't working. It should go something like this When the first hold order skipped the fireing starts and 20 seconds later stops. Help would be appreciated.
  23. Jubal Savid

    Mortar fire mission.

    So, solved my problem,but not the way I intended. The fix is I now have the mortar man start the mission standing near the mortar but not manning it. The man has a hold order next to the mortar and when "T2" is activated the hold order is skipped and a "get in" order is actived, after getting in the mortar the fire mission activates and and a the countdown begins as planned. After the 20 seconds the timer trigger skips the fire mission waypoint and and and a get out waypoint is activated which causes the mortar to cease firing. (strangely the man in the mortar does not dismount. although this is not a problem given my specific scenario)
  24. How do i get the game to pop up a "new task assigned" message after completing the first task? Right now I have it set up so that after task 1 is complete task 2 will be assigned after 10 seconds. Task 2 does appear on the map after 10 seconds but there is no message that pops up saying this has occurred. The only way players would know that a new task is activated is if they checked there map. I want the pop up message pls help
  25. Jubal Savid

    New Task message

    This is a solution. But I was hoping to have the in game pop up be the official one. The one that pops up in a single player mission when you gain a task. The official "Task complete" screen works fine just not the "new task " screen
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