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Generalfeldmarschall Niessen

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About Generalfeldmarschall Niessen

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  1. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    Holy shit, I finally got it to work, looking back it was the problem with the scripts inside a folder, as the "on activation" didn't detect that. God bless you, and forgive me for my inconvenience of not mentioning that in the beginning.Although I did some bad coding, unknowingly but I fixed that too. Cheers.
  2. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    Alright so my triggers look like this : https://ibb.co/1KBGWL1 https://ibb.co/4fCGF1y The "executioner.sqf" and the "victim.sqf" are for the animations, can i name the animHandle simply thisy and thisx? Cuz when i get ingame, it tells me script "victim.sqf" not found. Edit :I also broke the Mission, i deleted all the triggers and moved the sqfs out of the Folder, but when i spawn as a character no unit moves and the unit controlled by the player also cant move all i can do is lie down and look around. Edit edit : Scrap that, it was due to a mod conflict (?) I think, removing said mod fixed the no move problem, the original "problem" still exists.
  3. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    I think I finally understood now, im not at home rn so i let you know the results later. Thanks!
  4. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    Well , im not really experienced with scripting and english is not my first language so trying to understand and implement something that I have no clue of and is in a foreign language is honestly tedious. Alright so now i have a trigger with the condition of said executioner to be alive and what is to be written in the activation part? This: handleThat = [] execVm "anysqf"?
  5. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    I run the sqf files in a trigger, which the player enters in a specific area. My current goal is to set up a !alive condition (with the executioners name) that (on activation) prevents the animation sqf files for both AI units from further proceeding.
  6. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    I have two .sqf files, one for the animations for the executioner and one for the one to be shot. The player enters a trigger with a 60sec delay, if the player fails to interrupt the execution in these 60 seconds, the hostage dies. However, if the player shoots the executioner the animations for the hostage still play out e.g he gets hit and dies in the end. I want to terminate said sqf (the one responsible for the hostage animations) so the animations dont play out if i shoot the executioner.
  7. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    Can you walk me through what to do one by one? I still do not understand, excuse my lack of scripting understanding but i dont know where to put the "yourHandleVariable = [] execVM "mySQF". I also dont know what it should say, i guess something like "terminatescript = execVM "mySQF" ? Also I dont know where to put this " terminate yourHandleVariable;" ? In my !alive trigger for the executioner? And if yes, what is it supposed to say?
  8. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    My sqf does not loop an animation per se but it has multiple animations that perfectly sync together, and my handle would be terminate right? So it would look like something like this : Condition : yourHandleVariable = [] execVM "mySQF"; on activation : terminate yourHandleVariable; What would my handleVariable look like? The exact same name as my SQF ?
  9. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    What would that look like? Im sorry, im not not really experienced in scripting. Is there a simple way of terminating said animation .sqf with an alive trigger for the executioner?
  10. Generalfeldmarschall Niessen

    Terminating sqf with !alive Trigger

    Guten Tag, Ok, so i have tried getting this to work since five hours or so but basically I'm trying to set up the following scenario : I got a perfect Loop with the executioner animations for a executioner and animations for someone that is about to be executed. So far so good, the player however has a chance of interrupting the execution by shooting the executioner. After the player does so however, the .sqf with the animations for both still plays out. I tried playing around with a terminate handler to prevent that from happening but to no avail. Any ideas how to stop the animations from happening midway through the script? Cheers.
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