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Belial0harvester

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About Belial0harvester

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  1. Belial0harvester

    Detection of a prop object

    You were right, I set the condition to "ANYBODY" "present" and now it works, thanks alot 🙂
  2. Belial0harvester

    Detection of a prop object

    Thanks for your reply. Sorry, I was inaccurate. I meant to say for the condition "box in thisList" to be taken into account, I have to set a condition such as BLUFOR present then in the condition field add "this && box in thisList", but still, it will only work if "box" is a unit or a vehicle with a unit onboard, not an inanimate object such as a prop.
  3. Hello there, I have been looking for a solution all day long yesterday without success, so I have to ask the question here. In a scenario, I wanted a few things to happen when a slinged container (lets call it "box") is in a trigger, but It wont work. The first thing that I dont undersand is that to be able to use this condition box in thisList I also have to check for presence and use a condition field such as : this && box in thisList The second thing is it only works if "box" is either a unit or a vehicle with a unit inside. If I put an empty vehicle, the trigger activates only if I board it. Its like props, vehicles etc are not considered objects as long as they aren't somehow associated with a unit. Does anyone know how to detect a mere object in a trigger area? Thanks in advance 🙂 Regards,
  4. Belial0harvester

    I probably miss something but what?

    Aaah, merci Pierre 🙂
  5. Belial0harvester

    I probably miss something but what?

    Aaaah, thanks alot everyone, you solved my issue 🙂 This works like a charm : player setPos (getMarkerPos "ret1"); private ["_sl","_hmg","_med","_gl","_rf6"]; private _group = createGroup [WEST, true]; _sl = _group createUnit ["uns_men_USMC_65_SL", getMarkerPos "ret2",[], 0, "NONE"]; _sl setUnitRank "SERGEANT"; _hmg = _group createUnit ["uns_men_USMC_65_HMG", getMarkerPos "ret3",[], 0, "NONE"]; _hmg setUnitRank "SERGEANT"; _med = _group createUnit ["uns_men_USMC_65_MED", getMarkerPos "ret4",[], 0, "NONE"]; _med setUnitRank "CORPORAL"; _med setUnitTrait ["Medic", true]; _gl = _group createUnit ["uns_men_USMC_65_GL", getMarkerPos "ret5",[], 0, "NONE"]; _gl setUnitRank "CORPORAL"; _rf6 = _group createUnit ["uns_men_USMC_65_RF6", getMarkerPos "ret6",[], 0, "NONE"]; _rf6 setUnitRank "CORPORAL"; [player] joinSilent _group; One additional question though : I have to add this medic trait to this unit cause for some reason, UNSUNG USMC corpsman does not behave as such. Does anybody know why? Is this a small overlook maybe? I tried looking into the CfgVehicle entry but I can't figure the difference between this unit and another medical unit which actually does a medic job. I'm not using ACE. This aspect is all vanilla I believe.
  6. Hi there, I'm really not a good coder I'm afraid. I copy/paste it from wiki or these boards and, through trial and error, I usually manage to do what I want. Thanks, by the way, for all this info. :) But this time I'm confronted with something I have no explanation for. This is a SP mission. Im trying to move the player to a location, have 5 squad members spawn around him and make this whole group move to a location. It worked fine until my group leader got shot and I found myself leading the squad, which I do not want. So, I figured the best way was to give units ranks and I tried this in console with success : player setPos (getMarkerPos "ret1"); private ["_sl","_hmg","_med","_gl","_rf6"]; private _group = createGroup [WEST, true]; _sl = "uns_men_USMC_65_SL" createUnit [getMarkerPos "ret2", _group]; _sl setUnitRank "SERGEANT"; _hmg = "uns_men_USMC_65_HMG" createUnit [getMarkerPos "ret3", _group]; _hmg setUnitRank "SERGEANT"; _med = "uns_men_USMC_65_MED" createUnit [getMarkerPos "ret4", _group]; _med setUnitRank "CORPORAL"; _med getUnitTrait "Medic"; _gl = "uns_men_USMC_65_GL" createUnit [getMarkerPos "ret5", _group]; _gl setUnitRank "CORPORAL"; _rf6 = "uns_men_USMC_65_RF6" createUnit [getMarkerPos "ret6", _group]; _rf6 setUnitRank "CORPORAL"; [player] joinSilent _group; As the lowest ranked soldier, I am never put into leader position when the squad leader dies. But this same code put in a SQF file returns the following error : |#|_gl setunitRank "CORPORAL"; _rf6 = un..." Error Undefined Variable in expression: _gl I tired this : player setPos (getMarkerPos "ret1"); private ["sl","hmg","med","gl","rf6"]; private _group = createGroup [WEST, true]; sl = "uns_men_USMC_65_SL" createUnit [getMarkerPos "ret2", _group]; sl setUnitRank "SERGEANT"; hmg = "uns_men_USMC_65_HMG" createUnit [getMarkerPos "ret3", _group]; hmg setUnitRank "SERGEANT"; med = "uns_men_USMC_65_MED" createUnit [getMarkerPos "ret4", _group]; med setUnitRank "CORPORAL"; med getUnitTrait "Medic"; gl = "uns_men_USMC_65_GL" createUnit [getMarkerPos "ret5", _group]; gl setUnitRank "CORPORAL"; rf6 = "uns_men_USMC_65_RF6" createUnit [getMarkerPos "ret6", _group]; rf6 setUnitRank "CORPORAL"; [player] joinSilent _group; And it returns pretty mcuh the same error. I am at a loss, I'm afraid. If anyone can help please? Regards,
  7. Belial0harvester

    Trouble with mission start order

    Ok, so I didn't look into the basics, my apologies. : https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases So I guess its back to having the intro inside the scenario then. But is there a way to skip it ?
  8. Hi there, I looked everywhere I could think of but alas, did not find a solution to that issue I'm facing. I'm not very good at scripting but I usualy overcome obstacles by finding answers on the Internet, only this time it seems that I am stuck. I created a SP mission which has a rather long intro and a briefing. What I want to do, is to have the briefing first, then the intro, and finally the mission itself. At first, the intro was part of the mission but then there was no way to skip it and since its quite long, testing the mission is a rather lenghty process. Plus I want to have the ability to skip it once the whole mission is done and ready. So I chose "intro" from the drop down menu on the top bar of the editor and proceeded to copy paste only what was required from the scenario itself. I changed the player into a camera, created an intro.sqs file and then changed the init field of said player so that it would execute the script, etc... Everything worked well until I realized after exporting it to SP missions that my briefing was only visible AFTER the intro played, which kind of ruins the whole spriit of the thing. I'm afraid I'm at a loss as to how one can change the order of the different elements of a mission. I wanted intro.sqs to load only after the briefing bit is done. To no avail, I tried : - forcing the execution of diary.sqf before intro.sqs in initPlayerLocal.sqf but it won't work. I also tried to use triggers instead but no sucess there either. - adding a blank briefing.html file in the mission folder, although it seems more destined to solve issues with briefing not showing at all, whereas I do have mine, just not when I want it. - not launching the intro.sqs file through an init field but rather use an initIntro.sqs file in the mission folder, the result beeing an error about a sleep command in the script. If anyone has an idea, I'm all hears.
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