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jakkob4682

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About jakkob4682

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  1. thank god..... was pounding my head on this. I knew I was overlooking something simple.
  2. 9:35:06 Class Table destroyed with lock count 3 9:35:06 Class T0 destroyed with lock count 3 9:35:06 Class T1 destroyed with lock count 3 9:35:06 Class T2 destroyed with lock count 3 9:35:06 Class T3 destroyed with lock count 3 9:35:06 Class T4 destroyed with lock count 3 9:35:06 Class T5 destroyed with lock count 3 9:35:06 Class T6 destroyed with lock count 3 9:35:06 Class T7 destroyed with lock count 3 9:35:06 Class T8 destroyed with lock count 3 9:35:06 Class T9 destroyed with lock count 3 9:35:06 Class T10 destroyed with lock count 3 9:35:06 Class T11 destroyed with lock count 3 9:35:06 Class T12 destroyed with lock count 3 9:35:06 Class T13 destroyed with lock count 3 9:35:06 Class T14 destroyed with lock count 3 9:35:06 Class T15 destroyed with lock count 3 9:35:06 Class T16 destroyed with lock count 3 9:35:06 Class T17 destroyed with lock count 3 9:35:06 Class T18 destroyed with lock count 3 9:35:06 Class T19 destroyed with lock count 3 9:35:06 Class T20 destroyed with lock count 3 9:35:06 Class T21 destroyed with lock count 3 9:35:06 Class T22 destroyed with lock count 3 9:35:06 Class WeaponCloudsGun destroyed with lock count 6 9:35:06 Class Table destroyed with lock count 6 9:35:06 Class T0 destroyed with lock count 6 9:35:06 Class WeaponCloudsMGun destroyed with lock count 3 9:35:06 Class Table destroyed with lock count 3 9:35:06 Class T0 destroyed with lock count 3 9:35:06 Class All destroyed with lock count 3 9:35:06 Class EventHandlers destroyed with lock count 3 9:35:06 Class CBA_Extended_EventHandlers destroyed with lock count 3 9:35:06 Class MarkerLights destroyed with lock count 3 9:35:06 Class NVGMarkers destroyed with lock count 3 9:35:06 Class NVGMarker destroyed with lock count 3 9:35:06 Class Turrets destroyed with lock count 3 9:35:06 Class HeadLimits destroyed with lock count 3 9:35:06 Class ViewPilot destroyed with lock count 3 9:35:06 Class ViewCargo destroyed with lock count 3 9:35:06 Class ViewOptics destroyed with lock count 3 9:35:06 Class PilotSpec destroyed with lock count 3 9:35:06 Class CargoSpec destroyed with lock count 3 9:35:06 Class Cargo1 destroyed with lock count 3 9:35:06 Class TransportWeapons destroyed with lock count 3 9:35:06 Class TransportMagazines destroyed with lock count 3 9:35:06 Class SoundEnvironExt destroyed with lock count 3 9:35:06 Class SoundEquipment destroyed with lock count 3 9:35:06 Class SoundGear destroyed with lock count 3 9:35:06 Class SoundBreath destroyed with lock count 3 9:35:06 Class SoundBreathSwimming destroyed with lock count 3 9:35:06 Class SoundBreathInjured destroyed with lock count 3 9:35:06 Class SoundHitScream destroyed with lock count 3 9:35:06 Class SoundInjured destroyed with lock count 3 9:35:06 Class SoundBreathAutomatic destroyed with lock count 3 9:35:06 Class SoundDrown destroyed with lock count 3 9:35:06 Class SoundChoke destroyed with lock count 3 9:35:06 Class SoundRecovered destroyed with lock count 3 9:35:06 Class SoundBurning destroyed with lock count 3 9:35:06 Class PulsationSound destroyed with lock count 3 9:35:06 Class SoundDrowning destroyed with lock count 3 9:35:06 Class Reflectors destroyed with lock count 3 9:35:06 Class FxExplo destroyed with lock count 3 9:35:06 Class AnimationSources destroyed with lock count 3 9:35:06 Class GunFire destroyed with lock count 3 9:35:06 Class GunClouds destroyed with lock count 3 9:35:06 Class MGunClouds destroyed with lock count 3 9:35:06 Class Damage destroyed with lock count 3 9:35:06 Class DestructionEffects destroyed with lock count 3 9:35:06 Class Light1 destroyed with lock count 3 9:35:06 Class Smoke1 destroyed with lock count 3 9:35:06 Class Fire1 destroyed with lock count 3 9:35:06 Class Sparks1 destroyed with lock count 3 9:35:06 Class Sound destroyed with lock count 3 9:35:06 Class Light2 destroyed with lock count 3 9:35:06 Class Fire2 destroyed with lock count 3 9:35:06 Class Smoke1_2 destroyed with lock count 3 9:35:06 Class camShakeGForce destroyed with lock count 3 9:35:06 Class camShakeDamage destroyed with lock count 3 9:35:06 Class SpeechVariants destroyed with lock count 3 9:35:06 Class Default destroyed with lock count 3 9:35:06 Class SimpleObject destroyed with lock count 3 9:35:06 Class Static destroyed with lock count 2 9:35:06 Class DestructionEffects destroyed with lock count 2 9:35:06 Class EventHandlers destroyed with lock count 2 9:35:06 Class CBA_Extended_EventHandlers destroyed with lock count 2 9:35:06 Class CBA_NamespaceDummy destroyed with lock count 1 9:35:06 Class CBA_Extended_EventHandlers_base destroyed with lock count 3 9:35:07 Extensions: any idea what is happening here? Steam says all mods are upto date so : /
  3. not what to use as the forEach command as there are also modules places in the editor. Also how do I filter out the modules? _array = []; { _count = 0; if(_x isKindOf "Logic")then { _array pushBack _x; _idx = _array select _idx; _pos = getPosASL _idx; _count = _count + 1; }; }forEach _whatDoIputHere?
  4. jakkob4682

    configProperties Question

    Ah I see. Ddnt read all the through.
  5. jakkob4682

    configProperties Question

    The reason for wanting to use config entries was so I don't need to copy and paste 31 different factions, and 124 different infantry group types just to select one random faction and a random infantry group type from that config. So I'm trying to select a random faction from the config. Then using the same config select a random Infantry group type. Thats where I'm stuck.
  6. jakkob4682

    configProperties Question

    How would I go about selecting a random infantry group from a random faction?
  7. use a distance check for each driver on the final lap after winner crosses the line?
  8. ah not sure how to go about the lap count tbh. single player may be easy enough. have the trigger set to fire repeatedly but not sure how to script it so that it parses the times of each driver on every lap. thats a little complex and beyond my experience sorry man. So only fire the script once the someone has triggered 6x and only when they are the first person to enter the area on the 6th activation. yeah i'm lost in the sauce with this one sorry.
  9. actually that needs refined a bit more if(_winner in _array && _winner == list _trigger select 0) then {hint format ["%1 is the winner",_winner]}; I'm sure someone has a better way but thats what comes to my mind
  10. in the editor or in a script? probably easier just creating a simple script. If its multiplayer, i'm not sure. But single player. Didn't add the distance check in there as it seemed redundant but you could do that yourself and use a simple if then statement or switch statement to do what you want. _trigger = _this select 0;//name of trigger you're using _array = _this select 1;//name of each object you are using in an array [1,2,3,4 etc..] _distance = _this select 2;// distance between each object being checked _winner = list _trigger select 0;//0 is the first index in the array _losers = _array - [_winner];//remove winner from array if thats along the lines of what you're looking for
  11. How would I use this to generate a random group from a specific side? I've used it to generate a random faction from a certain side, what I'm trying to do is use this command to generate a random infantry group from a random faction.
  12. can also the command unitReady if you issue them a move/board order i think.
  13. yeah guess that will have to work. trying to create an evac mission then once the evac is complete and we're out the heli remove the units from group and have them patrol around the drop off site. Was trying to make it as user friendly as possible so anyone using the script didn't have to edit the script but you're example will do the same thing :) Anyhow thanks for the snippet.
  14. so I guess the real question is how do I pass group members selected the F keys to an array?
  15. so lets say i select the last two units in a 3 man group using F2 and F3 then i can pass them to the addaction? What I'm trying to do is make it so the units dont have to be named in the editor, I can just press the F key and pass the unit or units to a script to manipulate them.
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