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ChlckenWlng

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About ChlckenWlng

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  1. I got it working. It was not the script or my triggers it was the functions file of TedHo
  2. Everything works with unitCapture but not with weapons. When I copy the weapon fire data the output is always [] but movement works just fine. What did I do wrong? My scripts: _Player1move = ; Player1dothings = [player1, _Player1move] spawn BIS_fnc_UnitPlay; [player1] spawn BIS_fnc_UnitPlayFiring; Trigger script: [player1, 600, 60, true, 10] spawn BIS_fnc_UnitCapture; Thanks for any help
  3. So like when I enter a trigger I want that the AI that is sitting in a artillery raise the barrel by some degrees and then shoot. If anyone knows another way make a AI shoot with a artillery on a target from like 200m please tell me. Why do I need this? I am trying to make a mission with a BM-21 artillery and I want it to shoot at a target inside of the minimum shooting range like 100m away or something like that. I can use doArtilleryFire but it will only work if the target is above the minimum shooting range
  4. ChlckenWlng

    Ravage

    Are there any active public mulityplayer servers?
  5. ChlckenWlng

    Need help making AI not move

    Well now I did but didnt find anything useful tho
  6. So I have a little problem here. I want that a zombie from the ravage adddon doesnt move. However I cant do it I tried: zombie disableAI "MOVE"; zombie enableSimulation false; doStop zombie; zombie disableAI "MOVE"; in combination with zombie disableAI "TARGET" and zombie disableAI "AUTOTARGET"; zombie disableAI "FSM"; zombie disableAI "AUTOCOMBAT"; zomibe disableAI "PATH"; and a combination of this all together but nothing worked. Anyone got a idea how I can make him stop moving?
  7. I dont know what I am doing wrong: (nearestTerrainObjects [thisTrigger,["House","Building"],10] #0) setHit ["glass_1", 1, true]; I just cant fix it
  8. Can you explain me how to do this getAllHitPointsDamage? I dont get it how to do it.
  9. So I want to hide the sidechat on trigger. Example when I have a unit talking in sidechat and the player just walks away (leaves the trigger) I dont want the unit to keep talking in sidechannel. I tried showChat false; but it just hides all channels. Maybe something that can kill the script and stol the talking or something like that idk. I tried looking for a solution but I didnt find anything. termniatescript isnt working too. Once the script actived it wont stop till it finished
  10. So what I want to do is when a player walks into a trigger the window of the building breaks
  11. ChlckenWlng

    Ravage

    Nevermind just had to put like 300 down but do you know why when I put it on 2 its like 30m not 2m?
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