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thetrooper

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Everything posted by thetrooper

  1. Hi all, I'm having a serious problem with the 'Say' in an intro. I'm running an intro.sqf with cameras etc. Only way I know to run voices in it is by launching another sqf file to run the convo script below. guy1 say "int1"; sleep 4; guy2 say "int2"; They repeat them selves (say the line twice) Why is that? tested in a mission and works fine with script in init file.
  2. Hi all. Is there a way to create a error reporting file or something similar? I got something odd happening and don't know why. http://forums.bistudio.com/showthread.php?174862-problem-with-Say-%28plays-twice%29
  3. thetrooper

    change probablility to 100

    that's what I actually got. Also even though when probability is 0, the mine is actually alive (even when not visible). I ran a test with a hint. Very unusual. ----------------- It now works after exiting the game and going back into it :confused:
  4. Hi all, I m tryingh to crate a probability for a mine. I got a trigger over a mine named mine1 at probablility of 50. In a trigger want to say if it is not present, then make another mine probability 100%. ie. if one mine isn't present then a different one is by setting it to 100. Any ideas?
  5. thetrooper

    change probablility to 100

    Thought I found an easy waybut, ooft, could it be a bug with mines? m1 set probability 50 I created a trigger. m1 present. cond: delete vehicle m2. m2 will not delete.
  6. thetrooper

    change probablility to 100

    Yeah I can see how that works. Will play around with that. Shall give it a go. Thanks again
  7. Hi all, I'm running an animation loop, however I can't get it to stop when I want it to :( Any ideas? _bye = true; while {_bye} do { aac playmove "Acts_NavigatingChopper_Loop"; if (aac getVariable ["chillout", false]) then { _bye = false; }; sleep 0.01; };
  8. thetrooper

    stop animation loop

    It doesn't work. Looks as though he's going to stop but the loop takes over and continues.
  9. thetrooper

    stop animation loop

    Bump. Any ideas on this how to stop the animation?
  10. Hi guys, testing my mission on. My intro won't go into my briefing before mission starts. I got this script to do it in my intro file. camDestroy _camera exit At the moment I have to press escape and skip. How can I just get it to end to move onto briefing?
  11. thetrooper

    Intro to mission

    Ok cheers. Will give it a go later ;)
  12. Hi everyone, can anyone see what is wring with the below script? Explained: If there is less that 4 in my group, a new task opens. Else, load a script. The error: always wants to run the task even if I got a full squad. if ((count units ff1Grp) < 4) then { ff1 SideRadio "11b_8"; sleep 8; HQ SideRadio "hq_6"; sleep 8; ff1 SideRadio "11b_9"; sleep 2; _null = [west, "tskobj_8", ["Get to the HLS and pick up reinforcements. You might need them", "Pick up at the HLS", "HLS"], "obj_8", true] spawn BIS_fnc_taskCreate; //hel1 setFuel 1; hel1 engineOn true; deleteWaypoint [helGrp, 1]; } else { execVM "tsk_hills.sqf"; };
  13. thetrooper

    if/else not working

    ok, I've got no luck on this. dwringer mentioned a .rpt file. Not entirely sure how to set that up. Would be good to see if anything gets picked up. It's a mystery
  14. thetrooper

    if/else not working

    Thanks for your help. I'll have a look at it later and see what that does. In regards to the tsk_hills.sqf it gets called later on and works fine.
  15. hey, is anyone else having problems with removing civilian head gear? It seems like they will just randomly wear whatever they want even though you use removeheadgear this; (or whatever its name is) Does anyone know how to get around it?
  16. thetrooper

    civilian headger! Please go away

    Cool, thanks for that, i will give it a go
  17. Hi guys. I'm currentl;y using the following script to move my player. Works great to keep him in place with the sim false, but using the sim false doesn't allow me to look about? player switchMove "amovpercmstpslowwrfldnon"; sleep 1; player setPos getMarkerPos "p1"; player setdir 622; player enableSimulation false;
  18. thetrooper

    sqf

    Hi, I got a trigger called 'ammoPres'. It then runs an sqf when player enters. I want to check if player and another unit are both inside a different trigger by running an if statement? if (player in mytrigger_list && unit in mytrigger_list) then {do this} else {dothis} Don't know if the following would help? _isInLocation = getPos player in myLocation
  19. Hello. I'm having trouble with my if/else statement. Any reason why it's not working? if ( (damage civ4)<0.8; ) then { _null = [west, "tskobj_4", ["Locate and destroy technical vehicles", "Destroy Vehicles", "Vehicles"], [], true] spawn BIS_fnc_taskCreate; } else { null = [west, "tskobj_3", ["Treat the man", "Treat Injured (Optional)", "Treat"], "obj_3", true] spawn BIS_fnc_taskCreate; };
  20. thetrooper

    say 3d

    Hi all, two problems. 1. How do I get the following to be heard only at a certain distance, or distance for it to start fading? 2. I dode a wav to lip. on the files but not working. Actually I think I did ogg to lip, is that a reason? ff1 say3D "lager";
  21. Hi all, I'm creating a mission where you have to investigate. Task for example is locate and destroy. I don't really want to use the marker, just create the task? For example don't want to show where the objective is as you've got to find it, just create the task? _null = [west, "tskobj_1", ["Locate and destroy the weapons", "Destroy Weapons", "Weapons"], "obj_1", true] spawn BIS_fnc_taskCreate;; Anyone know if that is possible?
  22. I've seen a couple of complicated code for group waypoints. I got a singe spawned unit, trying to get him to move. Looking at the wiki, but this doesn't seem to work? ///Waypoint 1 [en3_1Grp, 1] setWPPos markerPos "en3_wp1"; [en3_1Grp, 1] setWaypointSpeed "LIMITED"; [en3_1Grp, 1] setWaypointType "MOVE"; ///Waypoint 2 [en3_1Grp, 2] setWPPos markerPos "en3_wp2"; [en3_1Grp, 2] setWaypointSpeed "LIMITED"; [en3_1Grp, 2] setWaypointType "MOVE"; ///Waypoint 3 [en3_1Grp, 3] setWPPos markerPos "en3_wp3"; [en3_1Grp, 3] setWaypointSpeed "LIMITED"; [en3_1Grp, 3] setWaypointType "CYCLE";
  23. thetrooper

    Spawn unit & at elevation.

    Thanks for your help guys. Took a while but got there. That opens some new doors.
  24. Hi all, 1. can someone tell me what the class is for an opfor rifleman? Also, I'm looking under cfg vehicles and can't find it 2. Because its a spawned unit, how do I give him an elevation? This is so I can put him on a roof. On top of that, this doesn't seen to be working. O_Soldier_F = "en3_1" createVehicle markerPos "en3_1pos"; Any ideas?
  25. 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";
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