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AidenJ

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  1. I tried the disable collision before I knew that it wouldn't work, by them I mean the Units that are breaching. The units get pushed by collisions
  2. But if it needs to play an animation then wont it just not allow the animation to go through, the problem im having is that they move around before it plays which is like a split second, but it puts them off course. Would I put a sleep command on this to wait to enable it?
  3. Is there a way to stop them from being pushed about upon entering the game? or making the trigger load fast enough so that they dont get pushed?
  4. So Basically im using the Apex Breaching animation and I want them to stay in a spot, however the trigger starts a bit late and well they move before it activates, meaning that they get out of position. I tried the disableCollisionWith and it didn't work. Is there an Easier method of doing this? Like for example I do Flashbang disableCollisionWith Doorman; And it doesn't work. Is this a bug or is there an easier method?
  5. So Im trying to make a mission and i have a trigger but sleep doesnt work in it and I just found out, how can i make it into a sqf file for it to work and for the trigger to activate? Im very new im sorry Flashbang setpos [Pos]; Doorman setpos [pos]; Deadman setpos [pos]; Guard setpos [pos]; sleep 3; Doorman switchmove "Acts_Breaching_Four"; Flashbang switchmove "Acts_Breaching_Two"; Deadman switchmove "Acts_Breaching_One"; Guard switchmove "Acts_Breaching_Three"; [1, "BLACK",3,1] call BIS_fnc_fadeEffect; sleep 10; [0, "BLACK",3,1] call BIS_fnc_fadeEffect; titleText ["The whereabouts of Delta squad are unknown, This mission is classified from the public but has become one of the most talked about incidents among the military", "PLAIN DOWN", 6]; addSwitchableUnit Main1; selectPlayer Main1; deleteVehicle Flashbang; deleteVehicle Doorman; deleteVehicle Guard; deleteVehicle Deadman; deleteVehicle truck1; sleep 4; titleText ["2 Years Later", "PLAIN DOWN", 4]; sleep 3; [1,"BLACK",3,1] call BIS_fnc_fadeEffect; sleep 5; deleteVehicle Trig1; deleteVehicle Trig2; Its in the form of how it would be in a trigger and I dont know how to make it work. Sorry if this is the wrong place. I want it in the form of an SQF
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