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SirBa5terD

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About SirBa5terD

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  1. SirBa5terD

    Keep waypoints after respawn

    I have connected a "get in" waypoint of the infantery group with the "Load" waypoint of a helicopter. So after the group got in the heli, it will fly to another location, asintended. It does work normally, until the group got wiped out once.
  2. Hello there 🙂 I am using a simple respawn script, that gives players the ability to spawn near the teamleader: player setVariable["Saved_Loadout",getUnitLoadout player]; removeAllWeapons player; removeGoggles player; removeHeadgear player; removeVest player; removeUniform player; removeAllAssignedItems player; clearAllItemsFromBackpack player; removeBackpack player; player setUnitLoadout(player getVariable["Saved_Loadout",[]]); So it also saves the actual loadout and restores that. Question 1: Is there a way to achive such a respawn, like it is in the Apex campaign without those scripts? Question 2: The player team has some waypoints, that will activate several functions ( helicopter staring for example ). BUT When all the players where killed once, it seems the waypoints do not longer "belong" to that unit and theeffects of activation for the waypoint take act immediately. Is there a fix for that? Thanks in advance!
  3. Exactly, what i wanted to do, thank you very much 🙂 Thanks to all, helping me here, you're absolutely humble and nice people!
  4. So how would I realizeit by calling that description.sqf then? What wouldbe the init and the sqf content? 😄
  5. Exactly this would be good to know 😄 Saw the video, that's another thing to consider another time, thank you for the link 🙂
  6. Thanks already! I really just want the intel to have any information and not to remain just blank, when the map shows up. So should be more "simple", i guess... maybe. Thank you for the post you made!
  7. Hello Ladies and gentelemen! As i experience this forum very friendly and humble, I would really like to ask you, if there is a way to create the following: 1. A unit needs to pick up intel ( made with the intel from the game ) = woking 2. When the map shows up, there shall be a picture of that intel, and a name = not working yet 3. There is a log, that is automatically created, where something can apparently be written = not working I got those step 2 and 3 not figured out now, can you help me with it? Thank you very much in advance!
  8. Made it working, thank you very much friends! 🙂
  9. Hey there! I just made a mission preset for a Zeus mission, where I planted some AI units, that will have to do special things within the mission. Also those have special init commands, so they can't just be replaced by an ordinary Zeus unit. How can I make, that this via editos placed AI can be controlled with Zeus as it is?
  10. Gonna test it today, maybe I can get it running. Thank you for the help!
  11. Hello Ladies & Gentlemen! I want to create a mission, where one playble team is playing versus another playable team. What I want it to have is, that when one team is entirely terminated, there will be a debriefing screen for the winner team saying "you won" ( anything like that ) and for the other team "you failed" at the same time. Of course there has to be a version, that would also work the other way around, when the other team won. Until now I can only create that exact thing for one team, and therefore only for the winning condition. How can I make it happen, that those different conditions can be done in the editor?
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