Jump to content

cavemans

Member
  • Content Count

    37
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About cavemans

  • Rank
    Private First Class
  1. Thanks I spent half the day searching the forum but i could not find this thread!:bounce3:
  2. In my mission i am making i am having the player halo down and meet up with a group of ai which join his team, the problem is if the player goes over the trigger while in the air it still activates it. How can i make it so he has to be on the ground and walk up to it? Also is there a way to keep the ai in that area but still act like there in dismissed mode until the player gets there. Thanks for helping! Edit: Woops wrong section of the forums if an admin sees this would you mind moving it to the correct section.
  3. Sorry for the bump but I need an answer to this.
  4. Why add a hint the civ_killrt only activates if they are killed.
  5. So what your saying is what i was using kept repeating the variable on the civilian over and over, so using this setVariable ["ALICE_civilianinit",[{_this addEventHandler ["killed",{_this exec "civ_killer.sqs"}]}]]; in the module will just add it once to each civilian unit created? Edit: well i switch out my code with yours and its spawning 1 civilian. I dont get time to kill them to test it out becuase they usualy spawn to far and they disapear before i get to them.
  6. The mission I took them from didnt have the stuff i had and the script is is a weird order so I dont know. thats what was put in the init of the other mission.
  7. I have seen a lot of threads not just on here asking how to make this and I finally made one that works as well as a scripted one. The only thing i haven't added yet is shaking and sounds of the plane. This does not work with AI. http://www.mediafire.com/?ra5e648mesb54e9
  8. Yes I put them int he description.exe but in order to activate them i need to put them in the init or the parameter file BUT I dont know where i can put them in it.
  9. Sorry for the bump but i need an answer. ---------- Post added at 02:41 PM ---------- Previous post was at 02:39 PM ---------- Sorry for the double post but i need an answer
  10. Is there a different format i have to use? _killer = _this select 1 hint "you killed a civilian and have been killed." _killer setdammage .90 exit thats my sqs file. By the way when i use that the setdamage is there for a long time and i cant do any damage to the player afterwords including gunshots.
  11. I am trying to get it so if a civilian made by the ambient civilian module is killed it sets damage to the player. I used this in the init of the module [ bis_alice_mainscope, "ALICE_civilianinit", [{ _this addEventHandler ["killed",{_this exec "civ_killer.sqs"}] }] ] call bis_fnc_variablespaceadd; Why isnt it working? I also want to get them to spawn on the airport strip on utes only.
  12. Thank you and to add another parameter like fog,rain and time of day, which i already have the thing for on another mission, I would just past it to the bottom of the scripts right? sorry for the late reply was busy doing some stuff then we got a storm that was messing with the power yesterday.
×