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About sizraide

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  1. sizraide

    Using apply on group units

    It works now, appreciate it. Sleep 0.5 did the trick.
  2. sizraide

    Using apply on group units

    Yeah, the weapons and equipments are not changing. The group spawns perfectly fine, when I execute the code no error pops up. So I can't tell what the issue.
  3. sizraide

    Using apply on group units

    Thats what I am confused about, why is it not working? in my unit_loadouts folder I have one of the loadout scripts here:
  4. I have this script that changes the loadout of a unit testGroup = createGroup [independent, true]; testGroup = [getPos trg1, independent, (configfile >> "CfgGroups" >> "Indep" >> "IND_F" >> "Infantry" >> "HAF_InfSquad")] spawn BIS_fnc_spawnGroup; { [_x] execVM "unit_loadouts\checkgear.sqf" } forEach units testGroup; OR (units testGroup) apply {[_x] execVM "unit_loadouts\checkgear.sqf"}; I'm trying to create a group, and apply the script to each member of the group using apply. Don't know if there is another way, couldn't find any other way.
  5. I understand, thanks for the response. Can I put my own picture in there?
  6. Still .paa not found.
  7. Still shows .paa not found. I am trying to put them into ammo containers, not mortar inventory.
  8. Hello, I made this tiny script that adds mortar HE shells inside two containers. It works, but when I open the containers it says that the .paa file of the ammo type is missing. I'm using these shells from this mortar. https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_WEST#B_Mortar_01_F
  9. If I want to refer to that group, I can type _enemyGroup? For example if I type _enemyGroup setSpeedMode "FULL" it will refer to septemberGroup2?
  10. How can I create a new group to spawn after the previous group has less than 5 units living? By using new variables?
  11. is the variable _enemyGroup a string or a variable is my concern?
  12. Hello people, I'm making a COOP mission and I have a trigger that spawns in AI in waves. The string is _enemyGroup where it holds septemberGroup0, septemberGroup1, septemberGroup2, etc... It creates a group every time the previous group has less than 5 units alive. So, the new group would be septemberGroup + new index at the end of the while loop. My question is if this is the correct way of converting strings to variables for group names? I could just use the same group name and spawn the same group every time the group has less than 5 units but from spectating the AI behavior they act really weird and stray away from their waypoint for some reason when the group respawns.
  13. You can use OR or || for both conditions. EDIT: Your if condition doesn't work because when you wrote obj1 OR obj2 distance player < 20. the condition is basically saying if variable "obj1" returns true OR obj2 is less than 20m from the player. You must type the whole condition and separate them using alias, like OR, AND, or isEqualTo. Your second if statement is correct, you just need to combine both conditions together using alias. Like I mentioned.
  14. Works awesome, except I would like it to spawn multiple IED's around the marker in 200m radius in random position and have the nearEntities applied to all of them. Is that possible? As seen here.
  15. I'm very inexperienced with scripting, would this work? I assume it wouldn't because all of the IED's have the same variable name so if one trigger is set off all IED's will explode wouldn't it? Is there a way I can convert strings to use them as variable names so I could have a different name for every IED created, including the trigger? Like createIED1, createIED2, createIED3 and iedTrg1, iedTrg2, eidTrg3... and so on. EDIT: I've looked into toArray but that's all I can find.