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ChlckenWlng

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Everything posted by ChlckenWlng

  1. 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
  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. I got it working. It was not the script or my triggers it was the functions file of TedHo
  4. ChlckenWlng

    Ravage

    Are there any active public mulityplayer servers?
  5. I just don't find anything that can do that. All I want is that when a ambulance drives into the trigger that it turns on the sirens and lights.
  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. So what I want to do is when a player walks into a trigger the window of the building breaks
  8. ChlckenWlng

    Need help making AI not move

    Well now I did but didnt find anything useful tho
  9. I dont know what I am doing wrong: (nearestTerrainObjects [thisTrigger,["House","Building"],10] #0) setHit ["glass_1", 1, true]; I just cant fix it
  10. 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
  11. Can you explain me how to do this getAllHitPointsDamage? I dont get it how to do it.
  12. 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?
  13. ChlckenWlng

    Ravage

    Didnt work
  14. ChlckenWlng

    Ravage

    How to increase the radiation with the radiatio active zone placement? Edit: So I am trying to do is: I want like a 8m radius radioacitv zone but in the middle I get like 60 on the muller geiger and when I walk out of the 8m I 0.
  15. I love you thank you very much
  16. I dont know a lot of making missions and wanted to know if there is a way to delete a variable with a trigger. I tried looking it up but I kinda didnt find anything useful and only found how to delete units. Also where can I look up all the expressions commands for triggers?
  17. When I place like example smoke on the ground I dont want it to do smoke 24/7 I want it to go away after some time
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