Norm49
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Nearly one years later. Did any one know how to make the task module work with the old man module activated? They work find with out the old man module. Was this suppose to make mission making easier? If no one can make it work that should be a sing to the developer that something is wrong. If not dose any one have old man quest template to be able to have something to start with?
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The variable "a" was use just temporally for debugging any ways it now work as intended thanks!
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Hi I'm trying to create a event handler the will fire every time the player kill a unit. The script to execute is simple it will only be a = 1. The variable a is to be call in trigger that is currently working as intended. What i try doesn't work. I create a init.sqf file and put this in it. _x addEventHandler ["Killed", { [_this select 0, _this select 1]if (isPlayer _killer) then a = 1; } foreach allunits; Form all my try and research during the last 4 hours that the best i came with and it still doesn't work. Thanks for any assistance with this.
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Yes i did but important information are missing so i can't make it work.
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Any one. I been waiting for a answer for more then 2 moth now. The worst is if i use other old man module i can't use regular task any more because they wont work. The documentation talk about a CfgQuest but noting on the extension i should use for the file and i can't find anything else about those quest/task even after hour of research.
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Addaction for multiple action
Norm49 replied to Norm49's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It did work this time! I erase everything before punting the new code maybe it help. Thanks -
Addaction for multiple action
Norm49 replied to Norm49's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It doesn't work it gave me a error message saying ; is missing. -
I have an addaction script. If i put fill_water_truck_1 = old_man_water_tank addAction ["Fill up truck with water", {water_truck_1_water_level = 5000}]; it work fine fill_water_truck_1 = old_man_water_tank addAction ["Fill up truck with water", {playSound "Fountain"}]; it work fine but if i try to have bot action in the same script it give me an error message and only play the sound fill_water_truck_1 = old_man_water_tank addAction ["Fill up truck with water", {water_truck_1_water_level = 5000 and playSound "Fountain"}] What am I doing wrong? Thanks
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Hi, i now i to use trigger, create task, set task state... but when it come to old men quest module it doesn't work the same ways. I can't find any tuto on how to do that. Dose any tuto exist? It can be in English or french. Thanks
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Trigger detecting the absence of inavtive mine on the ground
Norm49 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi I made a trigger to detect that i deactivate some mine and this part work fine. The thing is after i deactivate the mine i now have the inactivated mine on the ground. I want to have a trigger that will detect there absence after the player pick them up or if no inactivated mine are on the ground because it explode. I don't want to leave the mine there of every one to use. I can find a was to do this. Thanks for any help with this.