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KC Grimes

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Everything posted by KC Grimes

  1. So, this script is working great, I just had 4 questions :P 1. Is there a way to get the targets to start down instead of up at the start of the session? It's just kind of confusing when it says "Begin!" and then 3 targets pop up, but they don't count. So if they could fall down instead of pop up at the start, that would be awesome. 2. At each hint and each change of the set of targets there is a VERY loud bleeping/pinging sound. Any idea as to how to get rid of that or lower the volume? 3. When the targets sets are switching, all of the targets flip up and down rapidily a couple times, then are either up or down but still random. Any idea how to fix this? Or is it just lag? 4. This part is pretty much optional. The map I have is a full training camp with many things on it. Is there a way to set up a trigger that activates this qualification script below? It's fine how it is, but it is just really annoying to have to end the map, switch out the scripts, then start it again with everyone redownloading and reloading. In the Single Player shooting range in BCT it is started on a trigger it seems, or some script. Anyone have any idea as to how to do that? Here's my popup.sqf script for Pistol Qualification: _inc = 0; _count = 0; _targets = [pt5, pt5_1, pt5_2]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; sleep 10; hint "Please wait until everyone loads the map"; sleep 20; hint "Welcome to Camp Marne's Live Fire Pistol Qualification Range"; sleep 5; hint "Setting up the Range"; sleep 3; hint "The Qualification Course will begin in 10 Seconds"; sleep 2; hint "The Qualification Course will begin in 8 Seconds"; sleep 2; hint "The Qualification Course will begin in 6 Seconds"; sleep 2; hint "The Qualification Course will begin in 4 Seconds"; sleep 2; hint "The Qualification Course will begin in 2 Seconds"; sleep 2; hint "Begin!"; while {_inc<10} do { _rnumber = random _many-1; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 5; if (_rtarget animationPhase "terc" > 0.1) then { _count = _count+1; }; hint format ["Targets :%1 Hit :%2",_inc+1,_count]; _rtarget animate["terc", 1]; _inc = _inc + 1; }; sleep 5; hint "Qualification complete! See your CO for score and debriefing."; Thanks for putting up with me. :)
  2. Alright, thank you! It worked perfectly. This was my first trigger, so I thought the Game Logic object had to be inside the trigger, which apparently is not true. :P Again, thanks for the help.
  3. It's still not working. The Game Logic is working, but something in the trigger isn't right.
  4. Eh, thanks for the reply, but it didn't work. Not sure if I am doing something wrong or what. You didn't mention a couple of the options, so I just didn't touch them. Help?
  5. It works perfectly. Thank you very much! I haven't experienced it popping up any non-existent target's though.
  6. Thanks for the reply. I do not know much about triggers and modules yet (still working on that), so what is the trigger in that script? How do I start this?
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