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Sergeant_Emerald

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Posts posted by Sergeant_Emerald


  1. Hi, i thougt about the problem, wouldn't work it if we just give him no waypoint at first and just tell him on the use of the addaction to go to the point?
    So i tried this, but it didn't.
     

    you_mission_complete=[ this, "Complete the Mission",    
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",    
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",    
    "isNull objectParent _this", "alive dude", {}, {}, {  
    _unit = dude;
    _unit sideChat "That's it for today. Let's prepare for tomorrow!";
    _wp =(group _unit) addWaypoint [position endMARK, 0];
    player removeaction you_mission_complete; 
       }, {}, [], 2, 0, false, true] call BIS_fnc_holdActionAdd; 

    Am i doing something wrong here?


  2. okay,

    now i added the guy to my group with the ace interactions menu while the mission played. And as i used the addaction he started walking, but not to the waypoint, just to the formation. So the actual problem is not the enableAI "move" as i expected, its the waypoint after reenableing "move".

    Now i put 

    3 hours ago, wogz187 said:

    you_mission_complete=[ this, "Complete the Mission", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "isNull objectParent _this", "alive dude", {}, {}, { _unit = dude; _unit sideChat "That's it for today. Let's prepare for tomorrow!"; player removeaction you_mission_complete; _unit enableAI "MOVE"; _wp =(group _unit) addWaypoint [position endMARK, 0]; }, {}, [], 2, 0, false, true] call BIS_fnc_holdActionAdd;

    in the init and configured the code to get it working. Like i said, if the join group thing doesn't overwrite DisableAI "move", thats not the problem, seems to be Disableai keeps blocking the movement.
    Thanks for your help so far, when there are ohter options than disalbe and enableAI "move" i guess i could also use them.


  3. Hi, I'm about to make a mission preset to help my friends get better in Arma. The thing i want to get working is a guy with this disableAi "move" in its init and an

    this addAction ["finish the mission","end_mission.sqf"];

    running:

    _unit = _this select 0;
    _action = _this select 2;
    hint "We have done our job for today, lets prepare for tomorrow!";
    _unit removeaction _action;
    _unit enableAI "Move";

    to get him walking to a waypoint placed in a triggerbox what ends the mission. 

    In singleplayer and running a server on my computer is working good, but loading the mission on a dedicated will end up everything is working, but not enableAI.
    Do you know a fix for this?
     

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