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About RudyRedTop

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  1. RudyRedTop

    In game music trigger issues

    I think I discovered the issue. The original code I was building from used "playMusic" in the trigger, but "CfgSounds" in the description.ext. A friend also showed me how when you have something declared in the description.ext you can just use a trigger's effects option to play it.
  2. RudyRedTop

    Ingame music trigger

    Hi there, I know I'm responding to a post that's nearly a decade old but I'm kind of desperate. I tried using this method and activating the playMusic function with a blufor detection trigger and had no luck. Any clue what I might be doing wrong?
  3. Hi there, I'm trying to set it up so that my blufor players can activate a trigger to set off some Vietnam War style music. I've mainly tried the example listed in this post. class CfgSounds { class LadyDay { name = "LadyDay"; sound[] = {music\LadyDay.ogg,5.0,1.0}; titles[] = {};}; }; I've got my music file converted to .ogg, I've got the description.ext file configured as it should be (as far as I can tell). I believe the in game trigger is configured right. I'm just not sure where I"m going wrong. Screenshots will be provided for better context. Yes I have my music volume up, I did make sure to double check that. For additional context, they are piloting the SOG boats down a river while activating the trigger. I don't think that should affect anything though, right??? Description.ext file Folder architecture, .ogg file is called LadyDay.ogg and is located in the "music" folder In game Blufor trigger set up to call for the correct classname.
  4. Hi there, I'm working on a campaign for my group that involves them being under a vehicle resource scarcity. I'd really like to use a system similar to how Mike Force does wreck recovery with all of it's vehicles, helicopters, etc. However I can't seem to find any good mods or scripts online to start from. Any and all advice is greatly appreciated. Edit: I did just realize I should be able to download the Mike Force Mission itself and take a look at stuff, but any advice is still more than welcome. Edit Edit: I started looking through the Cam Lao Nam Mike force mission and actually learned a lot of cool stuff on how it works. I've determined that for my purposes the only actual functionality I would need is the packaging wrecks into crates function but I suspect it's not going to be as simple as pulling "fn_veh_asset_package_wreck.sqf" into my own mission because there are a lot of other functions and variables that are linked to it as well.
  5. I'm amazed that the SQF syntax page didn't come up when I googled "SQF Syntax". But many thanks!!!
  6. That did the trick! I didn't realize you could add a second command within the { } brackets simply separated with ; Much appreciated! On a side note, do you have any good resources or cheat sheets for SQF syntax? My google-fu isn't coming up with much.
  7. Hi there, I'm trying to set up a script that will both change the state of a task and also display a separate hint for the players. If it's possible to have an addAction activate two functions I'm unable to figure out the syntax. Here's what I'm working with so far; this addAction ["Try Elevator Controls",{["EscapeCargo", "FAILED", True] call BIS_fnc_taskSetState}]; This function seems to work just fine with the task modules I've already set down with 3den editor. However I also want the same addAction to activate this; [hint "The Elevator Controls don't seemn to have any power"] I'm still working to try to wrap my ADHD brain around the code syntax for all of this but would greatly appreciate anyone's help on this. Edit: got the syntax sorted out now and definitely going to be reading up more on SQF syntax now as this seems like an incredibly newb question. ended up going with this; this addAction[ "Try Elevator Controls", { [ "EscapeCargo", "FAILED", true ] call BIS_fnc_taskSetState; hint "The Elevator Controls don't seemn to have any power"; sleep 15; hintSilent ""; }]; Many thanks!
  8. Honestly the tp in vehicle option might work just fine since it's a large transport with many seats. I'll give both a try though. Thank you so much!
  9. Hi there, I'm a relative newbie to SQF scripting. I also have ADHD which presents other challenges when I'm trying to code things. I learn best by looking at examples of working scripts to learn how they function. A friend of mine gave me this script to use for a simple teleport addAction. I genuinely don't know what anything after the "teleportVariableName" bracket does, but it doesn't seem to work without it. this addAction [ "Teleport", { [player setPosAtl (getPosAtl teleportVariableName)]; }, nil, 5, true, true, "", "true", 5, false, "", "" ]; I've used it quite a bit to great effect, however on the current campaign I'm running it doesn't exactly work how I need. Normally we'll put down a flag pole or something simple for the re-insert point for players to teleport too so they can get back in the action. However with our current campaign my players are taking a vehicle around with them from our base so I figured it might be cool for them to just use that as the re-insert point instead of a flag pole or something else that I would need to move around manually. However upon testing I realized that it teleported them directly into the middle of the vehicle, and not like into a seat or anything. It simply puts them on the ground in the middle of the vehicle so that they're clipping through. I'm looking for something that would allow me to use the vehicle's position but like 5-10 meters behind it or something that would actually put them in a seat in the vehicle or anything like that. I was looking into using the regular SetPos function as it looks like you can modify it to fit this kind of purpose but I'm having trouble figuring out how to make that work. Any tips or advice are welcome as I'm trying to learn more about scripting to improve my missions. Thanks in advanced!