WaIdoZ
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Okay I keep forgetting about the '___' when putting it in the "____". that the only thing i sometimes get confused about but now i slowly understand about it. but never thought about doing this way and this makes it more cleaner and less confusing, thank you.
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oh lol sorry thank you
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well i was going to make it where you can see the area trigger on the map so i dont have to make another marker but not sure how i do that. so i script 2 areas marker so that one is to trigger the event and the other is the event. the reason why i dont use one marker is because I want it where you can look around the area before you walk into the trigger where the marker is located in the map to activate the event. if there is a way to use one marker and just make it to change color when it is activate with the size is different. can you give me example how to do it.
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I need help i am trying to make it where when a player step in a marker that has a trigger and when that trigger active it will replace the marker that has a trigger into a regular marker. I just dont know how to make it where the marker doesnt get called until the trigger is activate. i am still fresh with the sqf coding. _trigArray = [ [5782.864,10333.795], [12895.979,7353.194], [5517.676,9951.941], [1809.986,11952.15], [3051.818,11187.059], [9556.457,13465.348], [13416.808,12078.425], [8621.35,10250.979], [11852.628,2528.827], [11295.57,5227.608], [5482.726,4058.376], [7383.236,8253.998], [7910.444,7686.77] ]; _randomLA = selectRandom _trigArray; nextA = createMarker ["marker2", _randomLA]; nextA setMarkerShape "ELLIPSE"; "marker2" setMarkerColor "Colorred"; "marker2" setMarkerSize [500, 500]; "marker2" setMarkerBrush "SOLID"; _trg = createTrigger ["EmptyDetector", _randomLA]; _trg setTriggerArea [500, 500, 0, false]; _trg setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _trg setTriggerStatements [ "this", "bob, deleteMarker nextA", "" ]; bob = createMarker ["marker1", _randomLA]; bob setMarkerShape "ELLIPSE"; "marker1" setMarkerColor "Colorblack"; "marker1" setMarkerSize [500, 500]; "marker1" setMarkerBrush "SOLID";
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thank you ill take a look right now.
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Ohhh i didnt know about the ' ' symbols. I am new to the sqf programming. i came from the C# from unity. thank you
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I am trying to make a trigger work on a marker but the marker is on a different execVM sqf file, but i am not sure how i can call the sqf that the marker on with a trigger when the player walks in. I know you can do it in editor but i want to learn it in script. the only things i came up with is this. init.sqf file _trg = createTrigger ["EmptyDetector", [5782.864,10333.795]]; _trg setTriggerArea [5, 5, 0, false]; _trg setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _trg setTriggerStatements ["this", execVM "Marker1.sqf'", "'"]; ================= Marker1.sqf file bob = createMarker ["marker1", [5782.864,10333.795]]; bob setMarkerShape "ELLIPSE"; "marker1" setMarkerColor "Colorblack"; "marker1" setMarkerSize [500, 500]; "marker1" setMarkerBrush "SOLID";