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Cruiser1092

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About Cruiser1092

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  1. Cruiser1092

    Light Switch

    Fantastic guys! works great! You are wonderful!😍
  2. Cruiser1092

    Light Switch

    Thanks for the reply! I tried to use this code (written below) to do what I would like. The script works. You turn the lights on and off using the "addaction" command on the power switch, only it only works once for both actions. I wish it could be done whenever I need it. But I'm stuck and I don't know how to make the action happen again. call{[this, "turn off", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",0,1];}, {}, {{ _x setdamage 0.97;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",1,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, true, false] call BIS_fnc_holdActionAdd;} call{[this, "turn on", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",1,1];}, {}, {{ _x setdamage 0.0;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",0,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, true, false] call BIS_fnc_holdActionAdd;}
  3. Greetings! How can I create a multiplayer-compatible in-game Light Switch that allows me to turn specific lights on and off using the addaction command? For example: in a room with lights (light1,light2) I would like to place a Land transfer switch that allows me to turn light1 and light 2 on and off with an addaction command on it
  4. hi thanks for the reply! Look I'm using the wonderful "ASOR Vehicle Selector" script of "null" to spawn vehicles at a certain location. I would simply like to add an additional command in the scroll menu of the object on which I have placed the interaction that allows me to delete any vehicle that parks inside the marker\zone. The script is this:
  5. Hi, I need a hand. I would like to understand how to set a trigger that deletes all vehicles that are inside it. But I would like this trigger to cancel on command using the scroll menu while interacting with a physical object like an information sign.
  6. Hello guys. Would there be a way to insert a blackboard on which you can write a SITREP while carrying out the mission? like a blackboard with persistence that is updated by the players every time they progress through the campaign. Maybe there was something similar in the ALIVE mod.
  7. Cruiser1092

    Mine Detector vanilla doesn't work

    ok, I solved it. it was another mod that conflicted with the metal detector! it was the mod by webKnight, "https://steamcommunity.com/sharedfiles/filedetails/?id=2572487482&searchtext=web". Thanks to all by the way.
  8. Cruiser1092

    Mine Detector vanilla doesn't work

    Would there be a way to know which mod conflicts? Do you think there could be any?
  9. Cruiser1092

    Mine Detector vanilla doesn't work

    Thanks for the reply. Even when I tried to open the mine detector interface, it couldn't detect IEDs or explosives in general. Could it be some kind of bug due to ace arsenal? because when I load my setup, a popup comes out and tells me "no virtual objects available".
  10. Hello lads. The boys and I have had a problem with the vanilla mine detector for some time now. For some reason even if inserted into the equipment, it doesn't want to work. What could it be? Could it be that it conflicts with some mod? or is there some button or setting to change in the editor or addon settings?
  11. Cruiser1092

    Carrier stretcher

    my intent would have been to load an unconscious player onto the stretcher to transport him away from the AO area or by helicopter. In fact, in this regard, I don't know whether to use the KAT Medical mod stretcher or the UH-64 HATCHET mod stretcher.
  12. Cruiser1092

    Carrier stretcher

    i work on this: removeallweapons beb; removeallweapons bab; player action ["Switchweapon",player,player,99]; s attachto [bab,[0,-1.1,-0.1],"pelvis"]; beb switchMove "AinjPpneMstpSnonWnonDnon"; beb attachTo [s,[0,0.1,0.05]]; player attachTo [bab,[0,-2.3,0]]; bab playAction "StretchLiftFrontLoop"; player playAction "StretchLiftBackLoop"; [{player playMoveNow (animationState bab);}, 0, []] call CBA_fnc_addPerFrameHandler; but I can't make them move and they don't take the right animation. Then this thing happens only when the script is activated from the command console. I would like to create a situation in which the patient is placed on the stretcher and through an interaction on it, he waits for another player who is available to carry it. Whoever is ahead leads
  13. Cruiser1092

    Carrier stretcher

    Greetings! thanks for the replies. Maybe I explained myself badly, English is unfortunately not my native language. I'm not trying to create a vehicle, I'm trying to create an animation that allows me to carry the stretcher together with another player. so to lift her up, the script waits for the help of another player who allows it to do the animation in the video above and then take away the stretcher with the patient on it. Maybe I could try using the "attachTo" function . But not being very familiar with writing scripts, I was asking for a hand from you who are certainly better than me xD
  14. Cruiser1092

    Carrier stretcher

    ops! i'm sorry!
  15. Cruiser1092

    Carrier stretcher

    nobody?
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