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thetrooper

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Everything posted by thetrooper

  1. thetrooper

    Spawn unit & at elevation.

    We're IN!!! Thanks Cobra ;) My first unit has spawned! ---------- Post added at 09:15 PM ---------- Previous post was at 09:03 PM ---------- New question. Trying to dress him up. Not able to dress him up. en3_1Grp = createGroup east; en3_1 = "O_Soldier_F" createUnit [markerPos "en3_1pos", en3_1Grp]; sleep 1; removeheadgear en3_1; removegoggles en3_1; dostop en3_1; removeallweapons en3_1; removeallassigneditems en3_1; removeuniform en3_1; removevest en3_1; removebackpack en3_1; en3_1 adduniform "U_IG_Guerilla3_2"; en3_1 addmagazine "30Rnd_65x39_caseless_green"; en3_1 addmagazine "30Rnd_65x39_caseless_green"; en3_1 addweapon "arifle_Katiba_F"; hint "code working";
  2. thetrooper

    Spawn unit & at elevation.

    yes, I've run a hint underneath the script and the hint displays I have spawned vehicles before, but I've never managed to do a unit. Why I have no idea Here is the file. If anyone can work it out then great. I can't https://www.mediafire.com/?g5ztw549i0y992a
  3. thetrooper

    Spawn unit & at elevation.

    ok, well this is basically the simple script that I want to use. _group = createGroup east; _unit = "O_Soldier_F" createUnit markerPos "en3_1pos", _group; My unit simply isn't there :confused: should happen straight away
  4. thetrooper

    Spawn unit & at elevation.

    ok, well for a test, I got this... _grp = createGroup west; unit = _grp createUnit ["B_sniper_F", position player, [], 100, "FORM"] ; How is this straight from an example and still not working?
  5. thetrooper

    Spawn unit & at elevation.

    ok, still not working so I'm doing something wrong. I've set up a trigger so if something is present then execute a sqf file with the following below: (Have a marker called en3_1pos) _unit = "O_Soldier_F" createunit [markerPos "en3_1pos", _groupname]; No joy... I would kind of expect a unit to appear?
  6. thetrooper

    Spawn unit & at elevation.

    This bit in itself isn't working for some reason. ? _unit = "O_Soldier_F" createUnit markerPos "en3_1pos", _groupName;
  7. thetrooper

    End intro

    Hi all, I never really understood how this works. Couple of questions. I'm very much in editor mode for the moment. I have a mission and an intro. 1. Preview the intro, what script at the end do I need to then do the mission? 2. How is the best way to view the whole thing with briefing screen etc? Do I need to export it or is there a way in editor? Below image is mission Below image is intro
  8. thetrooper

    End intro

    OK I'm better at understanding this now. 1 minor problem. 1. Create the mission on editor button 2. Create intro on intro button. 3. require end script at end of intro to begin mission. (This bit I don't know) 4. Export to Single Player Missions 5. It runs in sequence. Very useful. Now, I don't know how to do point 3. Any ideas?
  9. thetrooper

    Export editor mission to SP

    It works! Thanks for that ;)
  10. Ouch, has anyone had one of these error messages before? Tried exporting a mission to single missions, try to load up 'Scenarios' and crash! Scenarios cannot open now. Anyone have any ideas? I tried the following but for arma 3, it didn't work: http://forums.bistudio.com/showthread.php?112040-Solved-Data-File-too-short-issue!
  11. thetrooper

    End intro

    I'm not too sure if this is the way forward either. Im thinking set up what's effectively two missions. First is the Intro then jump to the actual mission. That's getting into the realms of building a campaign. That would be a new thing for me at least
  12. Hi all, Once a mission is complete, does anyone know how to do the grey out bit and execute the end like in the campaign?
  13. yo, I got a unit on an animation (script below in a loop because i gues it has to be) unitsit = true; while {unitsit} do { ff9 playmove "Acts_SittingJumpingSaluting_loop2"; sleep 5; }; Hes sitting quite high. Any way I can bring down his elevation?
  14. Hi all, does anyone know how to remove multiple actions? _action = _this select 1; _car removeaction _action; _action = _this select 2; _car removeaction _action; I seem to have trouble removing various actions
  15. Hi all. For some reason new tasks are not setting as current ones? _null = [west, "tskobj_3", ["Description of the task", "Task Title", "Name on the HUD"], "obj_3", true] spawn BIS_fnc_taskCreate; I even tried the following below though it seems to have worked on tskobj_2, it hasn't for the 3rd player setCurrentTask tskobj_3; Also, If I don't want to use a marker, I tried leaving quotes blank, but placed a marker on the HUD miles away for some reason.
  16. Hi all, I cant work out the syntax for something. Kind of goes like the following player in thislist || guy in thislist (& triggeractivated pasttrigger) Any ideas?
  17. thetrooper

    remove multiple actions

    Yeah that's right. I'll give it a go. Because it's a variable, do I disable them by deleteVehicle in the other SQF files?
  18. thetrooper

    remove multiple actions

    hmmm, not really too sure about how to do it... I got two things going on. Beacons and Siren If the siren is on i don't want an option to turn beacons on, because my siren is on. Only option would be to turn off the siren. However, if beacons are on, can activate siren etc. each option runs a new sqf ---------- Post added at 07:36 PM ---------- Previous post was at 06:47 PM ---------- Sounds like a concept. I'm getting into the realms of variables, though not there yet. I put this in the sqf file that loads with the vehicle (init) beacsOn = _this addAction Beacons On; sirenOn = _this addAction Siren On; 0 = [_this, beacsOn] execVM "beaconson.sqf"; 1 = [_this, beacsOn] execVM "SirenOn2.sqf"; Doesn't show up. Obviously putting it in the wrong place.
  19. thetrooper

    Force addAction on,

    Legend! that works superbly! 1 more drama. I got two loops. one is the sound, the other is the lights. Problem is they are not working independently, one will cancel out the other. ie. sound loop is 10.55 seconds lights are 0.2 seconds How can I get the working different from each other or compile them together?
  20. thetrooper

    Force addAction on,

    ok cool, thanks I got it working now. ;) Don't know if you have experience with the light effects. _lightRed = [5, 0.5, 0.5]; _lightBlue = [0.5, 0.5, 5]; _moreBlue = [0.05, 0.05, 2]; _moreRed = [2, 0.01, 0.01]; lightleft = "#lightpoint" createVehicle getpos _car; lightleft setLightColor _lightRed; lightleft setLightBrightness 0.4; lightleft setLightAmbient _lightRed; lightleft lightAttachObject [_car, [3, 0.0, 0.56]]; lightleft setLightAttenuation [0.1, 0, 0, 0.6]; _lightleft setLightIntensity 0.1; _lightleft setLightFlareSize 0.05; _lightleft setLightFlareMaxDistance 150; _lightleft setLightUseFlare true; _lightleft setLightDayLight true; lightright = "#lightpoint" createVehicle getpos _car; lightright setLightColor _lightBlue; lightright setLightBrightness 0.4; lightright setLightAmbient _lightBlue; lightright lightAttachObject [_car, [-3, 0.0, 0.56]]; lightright setLightAttenuation [0.1, 0, 0, 0.6]; _lightright setLightIntensity 0.2; _lightright setLightFlareSize 0.05; _lightright setLightFlareMaxDistance 150; _lightright setLightUseFlare true; _lightright setLightDayLight true; How do I switch them off or destroy them? I tried putting all settings to zero, but no joy
  21. I have a custom Add Action to a vehicle with some AI in it called "Turn ON", how do I set this in the init file to turn it on?
  22. thetrooper

    addAction then execvm

    I'm using an off road my script currently is _this addAction ["Beacons On",{(_this select 0) animate ["BeaconsStart",1]},[],50,false,true,"","_target animationPhase 'BeaconsStart' < 0.5 AND Alive(_target) AND driver _target == _this"]; It's not ideal. The lights are not that good. Any way I can incorporate the first script posted by 'boyhas'? All I need is the lights to be brighter and maybe even a red light in it. (standard lights range is 48m, that's not good) Synopsis Needs to be seen from a helicopter at night -My waggon-
  23. thetrooper

    addAction set to on

    That is awesome. You have no idea how long I've been trying to work that out. Thanks a lot
  24. thetrooper

    addAction set to on

    Yeah this script is for the driver. I was wondering if there was an AI in the drivers seat how he would be able to turn them on? Or if no-one is in the offroad how to action them so they are on.
  25. Hi all, I've got an object that triggers something when it's present. Easy to delete, but how do you spawn the object with the same name?
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