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MeIvin

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Everything posted by MeIvin

  1. There is an easier way if you only have one group playing. And that is in the editor to make the ending trigger the size you want. Then group it with the team leader of the group. The activation in the trigger has now changed, and you can select "whole group", and the trigger will not be activated until the entire group is within the trigger area. I don't know how well this works with revive, but it may be worth a try? Kind Regards Melvin
  2. CarlGustaffa is spot on. But you can check this out: http://www.ofpec.com/forum/index.php?topic=33468.0 It has some information about adding tasks, and should point you in the right direction for creating your very first task script! :) Kind Regards Melvin
  3. What you did was just define your tracks. And you named your track "Song". so using Dead3yez script: while {true} do { _t = time; playmusic "Song"; sleep 200; waitUntil {(time - _t) > 600}; }; and you can ie. place that in a trigger in the editor. and it will play the song you defined as "song". Maybe when your units walk into that trigger? or you could possibly place it in the init for your mission, and it would play from the start. (I think this is doable, never done it myself). Hope that helps! Kind Regards Melvin
  4. Hello, first off I'm no expert, but the way I did this was with 3 triggers (which you could trigger from addActions, or just use the same commands in the addaction-sqf) I have a soldier named p1, trigger 1 and 2 were activated by radio (for easy testing) all triggers were repeatable. Trigger1: onAct: p1 switchmove "AdthPercMstpSrasWrflDb_8" Trigger2: onAct: p1 switchMove "AinjPpneMstpSnonWrflDnon_rolltofront"; getup = true; Trigger3: Condition: getup Timer: 3 seconds (min,mid,max) onAct: p1 switchMove "AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon"; getup = false; This worked for me, the first trigger makes him "die", second makes him roll over (but that anim wont let you move), and the 3rd (which is triggered after the roll by a timer) makes you stand up. However, the die anim makes you fall on your back, (with the feet first) and the roll anim then moves you with your head first. So that looks a bit weird but you should be able to work around it. maybe with a p1 setDir (getDir p1)+180 or something. haven't looked into it. But that worked for me. Hope you can use some of it. As for your second question, I don't know. But the third should be doable. using p1 switchMove ""; This will cancel the animation and should allow you to move. may not look pretty but yeah. or even playMove "" (maybe that will give a nicer transition?). Also I'm sure there are some other people that will give much more delicate solutions than me. Btw, is this for singleplayer or multiplayer? (just out of curiosity) Kind regards Melvin
  5. First off, thanks for the fix, I got mine working. I'm no expert, but would it not be possible to have a game called Arma2: Combined Operations on steam, and if you qualify for it (have both Arma2 and OA) you can download that instead and it will install both as a clean install, instead of trying to merge two already installed ones? I know this may not be optimal, but it feels like an easy solution. Am I the only one who thinks so? Melvin //edit to all of you who cannot select arma 2 in the expansions, please go to the editor and if you have Utes and Chernarus it's obviously working...
  6. After looking around there was a lot of questions of how to get addActions to work in multiplayer, and this works better than my first "solution" (tedious workaround). http://community.bistudio.com/wiki/Multiplayer_framework
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