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gopgop

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About gopgop

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  1. I'm a novice at scripting and I tried doing what the title says this is what I came up with: Whats wrong with it? if (alive Heli1) then { task1 = player createSimpleTask ["Get into the KA-60"]; task1 setTaskState "Assigned"; player setCurrentTask task1; _wp = (group group1) addWaypoint [position player, 1]; [_wp, 1] setWPPos (position Heli1); [_wp, 1] setWaypointType "GETIN"; (group group1) setCurrentWaypoint [_wp, 1]; hint "|||||| MISSION ||||||\n Get into the KA-60"; _time = 0; while(_time < 30) do { [_wp, 1] setWPPos (position Heli1); hint format["|||||| MISSION ||||||\n Get into the KA-60\n %1 : 30 seconds left",_time]; if (player in Heli1) then { hint "|||||| MISSION ||||||\n Completed Good job!"; }; _time = _time + 1; sleep 1; }; if (!(player in Heli1)) then { hint "|||||| MISSION ||||||\nFailed. Good luck next time!"; }; }; Thanks for the help!
  2. I saw a snake in the gun-range it looks incredible its these little touches that make this game so epic.
  3. gopgop

    Where's the firing range?

    The "official" firing range was not released with the first alpha version but here is a scenario someone made its a pretty good target range.. http://www.armaholic.com/page.php?id=18734
  4. One problem, because of the sleep the animation is not continues meaning it plays it from start to end many times... Switched it to sleep 0.01; and it works! thanks!
  5. I have an animation I want to play on my character... currently im using unit playMove "XXX" and it doesnt work.. it plays the animation once and stops.. tried using switchMove doesnt work either... tried doing it in a while loop, too complicated and because you have to have sleep the animation goes insane.. How would you toggle this animation?
  6. The problem is that it the animation doesn't toggle so I solve that by using a while loop until I call the script again and it needs to stop it... but it doesn't.. the while loop doesn't stop. Without the while loop he would do it only for 1 second and then go back to normal...
  7. I have the following scripts: ins_atease.sqf: _player = _this select 0; if (atease == 0) then { atease = 1; hint "AtEase"; } else { atease = 0; hint "StopAtEase"; (_player) playmove "AmovPercMstpSlowWrflDnon"; exit; }; while {atease == 1} do { (_player) playmove "AmovPercMstpSnonWnonDnon_Ease"; }; exit; init.sqf: atease = 0; publicVariable "atease"; What I want is when ever i call ins_atease it will toggle the at ease animation.. The first part works when ever i call it, it puts me into the at ease animation. but then when i toggle it the hint for stopatease shows up but it doesnt stop my at ease animation.. what am I doing wrong?
  8. Thank you so much! You really helped me!
  9. Doesn't work. I did like you wrote but when I choose start mission using the scroll wheel nothing happens and the start mission action stays there
  10. I want to have a global variable that will be initiated to false in the init.sqf and then using an addAction it will run a script that will make the variable true. and then the condition for a unit to go to its waypoint is the global variable becoming true How would I do this? i tried doing this: init.sqf: startmission = false; flag pole object: _nul = this addAction["Start mission","start.sqf"]; start.sqf: startmission = true; helicopter waypoint condition: startmission = true;
  11. private ["_rtarget"]; _rtarget = [t1,t2,t3,t4,t5,t6,t7,t8,t9,t10,t11,t12,t13]; forEach _rtarget do { _rtarget animate["terc", 0]; }; hint "CQB Training: Targets Reset"; all im trying to do is reset the targets... im using addAction to a flagpole and calling this script in it... this addAction ["Reset Targets","resetTarget.sqf"];
  12. private ["_j","_rtarget"]; _rtarget = _this select 0; _j = 0; while {_j<=5} do { if (_rtarget animationPhase "terc" > 0.1) then { _rtarget animate["terc", 1]; _j = _j+1; sleep 1;//change to whatever delay you need, this is 1 second. }; }; can someone just make this that when it is executed using a trigger then if the target goes down, then it will stay down...
  13. _rtarget = _this select 0; _j = 0; while (_j<5) { if (_rtarget animationPhase "terc" > 0.1) then { _rtarget animate["terc", 1]; _j = _j+1; };}; i have a target that initiates with this animate["terc",1]; then when you get close to it using a trigger it calls target animate["terc",0] then calls this script like so: _nil = target execVM "target.sqf"; all i want to happen is that after the target comes up when the player shoots it it will stay down. after i shoot it it goes down then back up... and it lags the game..
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