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za0

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  1. za0

    IFA3 liberation [WW2]

    Hi, I'm a great fan of this mod and I'm making a multiplayer mission based on D-DAY paradrop, but I'm having a problem. I set a trigger owned by a C-47 (named by av1) with this in the activation field: Inside the plane there is 10 soldiers (named as s1, s2 ,s3, and so on...) and they are seated initially. They stand up with the trigger above. Then the plane reaches another trigger with this in the activation field: This is supposed to make they jump with a parachute. But the trigger passes and nothing happens... PS: I tried to remove the trigger that makes they stand up, so they keep seated. And the trigger that makes they jump worked. Please, someone help me! Tks in advance for the patience..
  2. za0

    Variable

    tks bro
  3. za0

    Variable

    I have 10 units. Their variable names are: s1, s2, s3, s4, s5, s6, s7, s8, s9, s10. I want to make all of them be in just one name. How do I set this variable?
  4. well, i'm trying to create a ww2 scenery with parachute jump. And for that I'm using the IFA3_LIB mod. The C-47s from there have the normal sitting position and also the standing up position which is when you are about to jump. I wanted to make the player not have to worry about clicking anything when jumping, so I got this script so that the jump could be done alone: Now an important detail, this script works perfectly when the plane's crew is seated (in game they appear as: crew) But before the jump takes place/the above script runs, I put in another script that makes the entire crew that was seated to stand up, and therefore be in the standing up position. In this case, when the plane reaches the trigger with the jump script, everyone standing inside the plane is still inside the plane... :l I believe maybe that's why: since when they are standing they are apparently no longer considered "crew". But I don't know, I don't know much about scripts, I was wondering if there is another variety to use in forEach other than "crew" that works for this case... An example of all units jumping out of the plane except the pilot would work but I don't know how to do it. Challenge launched! xD Thanks in advance guys!
  5. za0

    Remove Item from Inventory

    tks guys, for everything
  6. za0

    Remove Item from Inventory

    It worked! The problem was the quotes. I'm creating for a multiplayer 🙂 Each character will have a different variable name so these scripts will also have their names to work correctly. But I'm with another problem here... this script works but it only removes 1 item from the inventory... Is there a way to remove multiple items, like 5 plasma sacks at once?
  7. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  8. Well, how can I make a trigger be activated when a whole group is dead? I found this in another topic with the same question but it didn't work for me : {alive _x} count units (groupname) == 0 tks in advance!
  9. Well... I'm creating a mission using ACRE2 but I didn't let the characters have any radio at the beginning. So I edited their equipment and none of them have any radio. But when I test, everybody has an AN/PRC-343 in inventory. They automatically start with it. Is there a way to disable this automatic appearance of radio in the inventory? Tks in advance guys!
  10. Well... I'm creating a mission using ACRE2 but I didn't let the characters have any radio at the beginning. So I edited their equipment and none of them have any radio. But when I test, everybody has an AN/PRC-343 in inventory. They automatically start with it. Is there a way to disable this automatic appearance of radio in the inventory? Tks in advance guys!
  11. That's right, I'm using Independent Forces... I tried this and IT WORKED! Man, you saved my mission... THANK YOU!!!
  12. Hi. I wanted to add by script through a trigger with area the parade uniform of dlc art of war whose id is U_O_ParadeUniform_01_CSAT_F I wrote the following in the trigger activation field: (unitname) addUniform "U_O_ParadeUniform_01_CSAT_F"; But when I go to the trigger area, nothing happens. I managed to add the cap by writing in the trigger's add field: (unitname) addheadgear "H_ParadeDressCap_01_CSAT_F"; I don't have the dlc art of war. If that's the problem, then why am I able to add the cap but not the uniform? tks in advance!
  13. I don't know if anyone solved this problem, but I did it and I'll leave it here the way I found it ... First you need to be aware of which boat you are using, I used the [US] marine corps "fow_usmc_lcvp" Name the boat. example: b1 Place a trigger with area and on activation paste this: b1 animate ["Ramp", 1];b1 say3d "fow_lcvp_ramp_lower"; Remember to place boat b1 as the trigger holder. I hope I helped someone 🙂
  14. I just installed it and everything is working fine! Very good job by the way, tks for it! But I would like to know ... is there any way to decrease the time that medics take to revive?
  15. Ok guys, my problem now is as follows: I want to set the number of rounds from an artillery support provider (virtual) to just one. And I also want to know if there's a way to enable only the mk6 mortar to be used, because there's other options there, and I just want the mk6, and that players only use it too... Someone can help me? Tks in advance!
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