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WaIdoZ

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About WaIdoZ

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  1. 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.
  2. oh lol sorry thank you
  3. 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.
  4. 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";
  5. thank you ill take a look right now.
  6. Ohhh i didnt know about the ' ' symbols. I am new to the sqf programming. i came from the C# from unity. thank you
  7. 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";
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