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thy_

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About thy_

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  1. Regarding the example (link above), any idea why that is not working as expected?
  2. Olá, everyone. I would like to change the players' skin in an MP mission, but if the player's slot with the custom face is empty, the following message comes up: "Error undefined variable in expression: 'playerIdNameFace'." initServer.sqf [playerIdNameFace, "AfricanHead_02"] remoteExec ["setFace", 0, playerIdNameFace]; Probably the solution is to verify if that slot is in-game and, if not, make something to avoid that error. As I am not a developer, no clue how I could fix it.
  3. Hello folks, Working around the clock to finish a mission for this weekend, but I am stuck on this point down below. If you contribute, it will be very much appreciated: REQUEST: I got 5 players' slots in a multiplayer mission. Just one of them, called "player01", must not take the driver position, doesn't matter with kind of ground vehicles they are trying to get in. All other vehicle with free seats should be available normally for "player01". Once as passager, "player01" should not remove some possible AI in the driver seat; Other players might take the driver seat if it's available or if some AI is seated there. Any idea?
  4. For the future dudes that will arrive here: @pierremgi answered me in this follow thread..
  5. @pierremgi, everything working fine here! 😄 Btw, making some tests, I noticed these codes below doesn't work correctly when only the leader gets close to the target: leader group01 findIf {_x distance bluTarget < 5} > -1; leader units group01 findIf {_x distance bluTarget < 5} > -1;
  6. Hey, folks I have a trigger that its goal is: Condition: If any unit of a specific GROUP get close < 5 meters to the target; On Activation: hint "Some of of the group is around the target"; The question arounds only regarding the condition. I am not sure what is my mistake: I've tried: (group01 distance bluTarget) < 5; (group group01 distance bluTarget) < 5; (units group01 distance bluTarget) < 5; {(units group group01) distance bluTarget} < 5; Can you put light here? Thanks in advance.
  7. Hello everyone, I have a trigger that its goal is: Condition: If any unit of specific BLUFOR side get close < 5 meters to the target; On Activation: hint "BLUFOR is around the target"; The question orbit only regarding the condition. I am not sure what is my mistake: I've tried: (BLUFOR distance bluTarget) < 5; (side BLUFOR distance bluTarget) < 5; {(side BLUFOR) distance bluTarget} < 5; (units BLUFOR distance bluTarget) < 5; Can you put light here? Thanks in advance.
  8. @wogz187 Me too. Take a look in here: https://drive.google.com/file/d/15m5YUETgAJN3rp_5H3ELT3vmJ8nVmdQ1/view?usp=sharing Not sure what I'm doing wrong. If you put some light would be brilhant.
  9. @wogz187 and everyone, hello. I've tried your solution and something is getting wrong here (but without error message): 1) In init.sqf file: 2) Then I've added the call into the group lead. When I ran it, there's no IR strobe on in-game, only darkness instead. No clue what is happening and some help where, will be very much appreciated.
  10. Guys, hi. Base on @wogz187 approch: 1) Create a file called "strobHuman.sqf" into your mission folder; 2) Put it in the file: private _IRLight = "NVG_TargetC" createVehicle [0,0,0]; (_this select 0) setVariable ["you_IRLight", _IRlight]; _IRLight attachTo [(_this select 0), [-0.08,-0.35,0.1], "LeftShoulder"]; //attached on the unit backpack. 3) In each INIT unit, insert it: null = [this] execVM "strobHuman.sqf"; OR For ACE users, this is a simple solution that works with units, objects and vehicles without calculation of axis position: Unique step) Just put it in each INIT object that you want to strobed: [this, this, ["ACE_IR_Strobe_Item"],true] remoteExec ["ace_attach_fnc_attach"]; Both solution i have tested 😉 Cheers!
  11. So, player01, player02 and player04, those will be 1km far from the talkative npc01 wouldn't see the subtitles, right?
  12. When I put... waituntil { sleep 1; ((alive npc01) && ((player03 distance npc01) < 10)) }; ...in trigger condition, an error comes. waitUntil and Sleep don't work directly into a trigger, I guess. So I tried the whole code line in a file.sqf and called it in my trigger condition, but a generic error happens.
  13. Thanks for your answer, but I am not sure if I explained well what I need. I didn't know waituntil was allowed to determine which players will see the subtitles. Let me try but not sure if that will works as I need.
  14. Oi, pessoal, tudo bem com vocês? I have a question around BIS_fnc_EXP_camp_playSubtitles. We can find out many topics here about how can insert subtitles in a NPC (unit) to using directSay (your_audio_file_name.ogg) but I have no clue how set my trigger to show the subtitles only for players around the NPC. Context: if my player gets close less than 10 meters from npc, that one will say "Oi, tudo bem com você?" to me, and the subtitle should show up with "Hello there, how are you?". There are at least 3 players in different positions around a huge map. How can I show the subtitles only for close ones? // It's a simple trigger none/none //condition (alive npc01) && {(player03 distance npc01) < 10}; //on act npc01 directSay "npc01_speech01"; ["JOHN DOE","Hi there, how are you?",0] spawn BIS_fnc_EXP_camp_playSubtitles; IMPORTANT: the perfect solution should show the subtitles up without the editor to set which specific player(s) will see the subtitles.
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