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Danreiv

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Posts posted by Danreiv


  1. addMove switchMove (http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2)

    a few moves : http://community.bistudio.com/wiki/ArmA2:_Moves

    others can be viewed (and then the anim' code copied/pasted) with http://www.armaholic.com/page.php?id=6056

    There's a lot of talking animations...just pick one that fits you. (most of them have "talking" along somewhere in the big code line)

    one example

    this switchMove "AmovPercMstpSnonWnonDnon_talking";

    I think mouth is a locked part though, don't remember seeing an anim with open mouth, even among talking animations.


  2. I tried this but it didn't worked either...

    this setvariable
    [
    "ALICE_civilianinit",
    [{
    	_this addeventhandler ["killed",{if(isplayer _this select 1) then {McH_Civ_Killed = McH_Civ_Killed + 1; publicvariable "McH_Civ_Killed"; }}]
    }]
    ] call bis_fnc_variablespaceadd
    

    Edit : tried with addPublicVariableEventHandler too but still nothing on dedicated.


  3. Only question is can we set up command of artillery to pass to next guy in command in squad if group leader gets killed?

    It's rather simple but by adding the following triggers you can make this (very nice) script usable only by "Actual".

    You'll need to name all the the units in the squad. Here I'll use soldier1 (team leader at start), soldier2 and so on.

    Put arty_radio = [this] execvm "artillery_ssp\arty_radio.sqf"; only in soldier1 init line and obviously he doesn't need a trigger.

    For soldier2 it would look like this :

    http://img186.imageshack.us/img186/6709/trigger07.jpg

    And there you go, when soldier1 dies, soldier2 can now use the arty options.

    For soldier3, add another trigger with condition soldiers 1 and 2 are dead and replace soldier2 with 3 in On act.

    Etc. Far from perfect but it works.

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