craptakular
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Everything posted by craptakular
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The creators of Steam and former game developer, Valve have, as we all know found a lucrative new micro-transaction based model of payment, the Team Fortress 2 hat store. Given that Arma 3 now has the ability to remove your hat and such like can BIS confirm that this is going to happen? I would love for ArmA 3 to go F2P and make money from hats. Just imagine the vast array of military hats that could be sold. I mean there should have been a free Arma 3 hat for pre-ordering Take on: Mars. Opportunity missed I think.
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Should Arma 3 open a hat store on steam?
craptakular replied to craptakular's topic in ARMA 3 - GENERAL
In my console days there was the milsim game where you could unlock gun camo and emblens, will these feature ArmA3? They will make a great addition to any store BIS implement. -
Is there going to be a full range of vehicles in Arma 3?
craptakular posted a topic in ARMA 3 - GENERAL
Hi, So my clan are slowly thinking about Arma 3, we currently play Arma 2 with ACE/ACRE so have hardly touched Arma 3 beta/Alpha. What I am really worried about is the lack of BAF; are we likely to see a BAF DLC? I only ask as everything is now lumped under NATO :( Secondaly are we likely to see new equivalents for the following: C130 Osprey A10 Bradley & warrior - the 6.5mm 40mm grenade doesn't cut it. Am I supply going to have to rely on Arma 2 content ports, that may be very buggy or never actually get released like so much arma 2 community promises? When is the Swedish Army Mod likely to be released? At least it looks all shinney and seems to include a lot of assets that are useful for dynamic missions. Thirdly, I assume Altis will be a giant Takistan with no forests or anything? I will miss the woodlands of Cherno, it offered so much depth to mission makers, having cherno and Takistan that is. I am not ranting, I just haven't looked at Arma 3 much as I didn't want to burn out before it is even released. -
Is there going to be a full range of vehicles in Arma 3?
craptakular replied to craptakular's topic in ARMA 3 - GENERAL
I guess in all seriousness that my question was have they confirmed that there will be suitable equivalent craft and vehicles? Ie what is the new c130 in a3? Do we know if there are forests in altis? I understand that the content is either prototypes or blue prints of today's designs for the future. So semi realistic. Although the comanchi was canned. -
Is there going to be a full range of vehicles in Arma 3?
craptakular replied to craptakular's topic in ARMA 3 - GENERAL
Damn so arma 3 is going to suck. Might stick with 2 then -
this && player != air1veh
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks man -
this && player != air1veh
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I am having trouble with a condition, I have setup a trigger to be activated on BLUFOR PRESENT but I dont want it to be triggered when my BLUFOR plane called "air1veh" flies over. How can I write this? I was thinking: this && player != air1veh but it doesnt work :( -
Spawn group, then this group activates a trigger?
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I have this script that spawns vechicles and gets them to move down the road. I have set a trigger up half way through there waypoints on the map that will trigger if any member of this group "counterattack_group" is alive and passes through it. I have this in the trigger condition line: this && (thisList select 0) in (units group counterattack_group) With Activation - OPFOR PRESENT. What am I missing? The trigger is never fired when the convoy passes through it. This is my convoy script: if (!isServer) exitwith {}; counterattack_group = createGroup East; [(getMarkerPos "Spawnpoint1"), 70, "ACE_BRDM2_RU", counterattack_group] call BIS_fnc_spawnVehicle; _wp1 = counterattack_group addWaypoint [(getmarkerpos "sp1wp1"), 0]; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointFormation "COLUMN"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setwaypointstatements ["True", ""]; _wp2 = counterattack_group addWaypoint [(getmarkerpos "sp1wp2"), 0]; _wp2 setWaypointBehaviour "UNCHANGED"; _wp2 setwaypointtype "MOVE"; _wp2 setWaypointFormation "UNCHANGED"; _wp2 setWaypointSpeed "NORMAL"; _wp2 setwaypointstatements ["True", ""]; _wp3 = counterattack_group addWaypoint [(getmarkerpos "sp1wp3"), 0]; _wp3 setWaypointBehaviour "UNCHANGED"; _wp3 setwaypointtype "MOVE"; _wp3 setWaypointFormation "UNCHANGED"; _wp3 setWaypointSpeed "NORMAL"; _wp3 setwaypointstatements ["True", ""]; sleep 8; [(getMarkerPos "Spawnpoint1"), 70, "KamazRefuel", counterattack_group] call BIS_fnc_spawnVehicle; sleep 4; [(getMarkerPos "Spawnpoint1"), 70, "KamazReammo", counterattack_group] call BIS_fnc_spawnVehicle; sleep 4; [(getMarkerPos "Spawnpoint1"), 70, "KamazRepair", counterattack_group] call BIS_fnc_spawnVehicle; sleep 4; [(getMarkerPos "Spawnpoint1"), 70, "GAZ_Vodnik_HMG", counterattack_group] call BIS_fnc_spawnVehicle; -
Spawn group, then this group activates a trigger?
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just tried it and it didn't work. hhmmm ---------- Post added at 10:12 ---------- Previous post was at 08:33 ---------- Got it working, your way works with infantry, but as soon as I try it with vehicles it doesn't work. In the end I got it working using this: if (!isServer) exitwith {}; convoy1 = createGroup EAST; counterattack_group = [markerPos "Spawnpoint1", random 90, "ACE_BRDM2_RU", convoy1] call BIS_fnc_spawnVehicle; convoy1veh1 = counterattack_group select 0;// vehicle _wp1 = convoy1 addWaypoint [(getmarkerpos "sp1wp1"), 0]; _wp1 setWaypointBehaviour "AWARE"; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointFormation "COLUMN"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setwaypointstatements ["True", ""]; _wp2 = convoy1 addWaypoint [(getmarkerpos "sp1wp2"), 0]; _wp2 setWaypointBehaviour "UNCHANGED"; _wp2 setwaypointtype "MOVE"; _wp2 setWaypointFormation "UNCHANGED"; _wp2 setWaypointSpeed "NORMAL"; _wp2 setwaypointstatements ["True", ""]; _wp3 = convoy1 addWaypoint [(getmarkerpos "sp1wp3"), 0]; _wp3 setWaypointBehaviour "UNCHANGED"; _wp3 setwaypointtype "MOVE"; _wp3 setWaypointFormation "UNCHANGED"; _wp3 setWaypointSpeed "NORMAL"; _wp3 setwaypointstatements ["True", ""]; sleep 12; counterattack_group1 = [markerPos "Spawnpoint1", random 90, "KamazRefuel", convoy1] call BIS_fnc_spawnVehicle; convoy1veh2 = counterattack_group1 select 0;// vehicle sleep 10; counterattack_group2 = [markerPos "Spawnpoint1", random 90, "KamazReammo", convoy1] call BIS_fnc_spawnVehicle; convoy1veh3 = counterattack_group2 select 0;// vehicle sleep 10; counterattack_group3 = [markerPos "Spawnpoint1", random 90, "KamazRepair", convoy1] call BIS_fnc_spawnVehicle; convoy1veh4 = counterattack_group3 select 0;// vehicle sleep 10; counterattack_group4 = [markerPos "Spawnpoint1", random 90, "GAZ_Vodnik_HMG", convoy1] call BIS_fnc_spawnVehicle; convoy1veh5 = counterattack_group4 select 0;// vehicle With this as the condition: convoy1veh1 in thislist or convoy1veh2 in thislist or convoy1veh3 in thislist or convoy1veh4 in thislist or convoy1veh5 in thislist I think it has something to do with crew members being the group, not the vehicle? -
Spawn group, then this group activates a trigger?
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That certainly is a far superior way to check, its what I wanted it to be :) Unfortunately I think I have a problem with my script as the trigger doesn't recognise "counterattack_group". However I placed an Infantry section down on the editor and got them to go over a trigger using your condition and it did indeed work. This leads me to believe my convoy spawn script isn't assigning them a group name correctly. Any ideas? Could someone check over my script in the OP to determine if I am giving the convoy a group name? EDIT 8:25AM 28/07/2013: I have changed the script to this: if (!isServer) exitwith {}; convoy1 = createGroup east; counterattack_group = [markerPos "Spawnpoint1", random 90, "ACE_BRDM2_RU", convoy1] call BIS_fnc_spawnVehicle; _wp1 = convoy1 addWaypoint [(getmarkerpos "sp1wp1"), 0]; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointFormation "COLUMN"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setwaypointstatements ["True", ""]; _wp2 = convoy1 addWaypoint [(getmarkerpos "sp1wp2"), 0]; _wp2 setWaypointBehaviour "UNCHANGED"; _wp2 setwaypointtype "MOVE"; _wp2 setWaypointFormation "UNCHANGED"; _wp2 setWaypointSpeed "NORMAL"; _wp2 setwaypointstatements ["True", ""]; _wp3 = convoy1 addWaypoint [(getmarkerpos "sp1wp3"), 0]; _wp3 setWaypointBehaviour "UNCHANGED"; _wp3 setwaypointtype "MOVE"; _wp3 setWaypointFormation "UNCHANGED"; _wp3 setWaypointSpeed "NORMAL"; _wp3 setwaypointstatements ["True", ""]; sleep 12; counterattack_group1 = [markerPos "Spawnpoint1", random 90, "KamazRefuel", convoy1] call BIS_fnc_spawnVehicle; sleep 10; counterattack_group2 = [markerPos "Spawnpoint1", random 90, "KamazReammo", convoy1] call BIS_fnc_spawnVehicle; sleep 10; counterattack_group3 = [markerPos "Spawnpoint1", random 90, "KamazRepair", convoy1] call BIS_fnc_spawnVehicle; sleep 10; counterattack_group4 = [markerPos "Spawnpoint1", random 90, "GAZ_Vodnik_HMG", convoy1] call BIS_fnc_spawnVehicle; It still doesn't recognise the group "convoy1" in the trigger. -
Get aircraft to spawn in flight?
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have the script below, but it doesn't set the aircraft to "flying" when it spawns, its always on the ground. Any ideas? -
Get aircraft to spawn in flight?
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works perfectly now, thank you so much for taking the time to help me. -
Get aircraft to spawn in flight?
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeh that partially worked, the plane doesn't follow the waypoints, just flies off in the other direction. hhmm... -
Player looking for squad (not for squads to post looking for players!)
craptakular replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Age: 30 Mic: Yes Mods: Jayarma2lib, ACRE, CBA, ACE etc TS: Yes Games: Arma 2, Arrowhead, BAF, ACR, Arma 3 About: I have been playing arma 2 since release with Havoc Company but I am now looking for something a bit more organised, friendly and serious. I can use AT and Ace medic stuff, etc. I am willing to do some training and integrate with the group. Your group: 20+ REGULAR members Your group location - UK, NL, or Scandinavia (English speaking) Must use tactics - formations, fire drills, realistic mission settings. An organised set weekly op, as well as mid-week stuff. Most importantly, your group must have a friendly atmosphere. Please contact me by email or PM. Thanks -
Disable "I am at Grid 078098" when player dies text
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As titled, how can you disable the text message "I am at Grid 078098" when a player dies? We use ACRE and it totally ruins the atmosphere if you know a whole squad is dead due to this text message on death in global chat. -
crate unit, move to waypoint, enter vehicle as driver, then vehicle patrols
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok thanks Harzach, I will take a look today. -
crate unit, move to waypoint, enter vehicle as driver, then vehicle patrols
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have written the script below but it isn't working as intended. The units spawn at "spawnpoint1" and are then magically teleported into the vehicle, then they begin there patrol. It seems my move to waypoint before entering the vehicles is being completely ignored. Can anyone shed some light for me? if (!isServer) exitWith {}; //Spawnpoint marker position & patrol marker _spawnPos = getMarkerPos "spawnpoint1"; //Create group1 on side EAST _group1 = createGroup EAST; _unit1 = _group1 createUnit ["TK_Soldier_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; _unit2 = _group1 createUnit ["TK_Soldier_GL_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; //Create group2 on side EAST _group2 = createGroup EAST; _unit3 = _group2 createUnit ["TK_Soldier_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; _unit4 = _group2 createUnit ["TK_Soldier_GL_EP1", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; //Move group1 to waypoint wp3a _wp1 = _group1 addWaypoint [(getmarkerpos "wp3a"), 30]; _wp1 setWaypointBehaviour "AWARE"; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointFormation "STAG COLUMN"; _wp1 setWaypointSpeed "FULL"; _wp1 setwaypointstatements ["True", ""]; //Move group2 to waypoint wp3a _wp1 = _group2 addWaypoint [(getmarkerpos "wp3a"), 30]; _wp1 setWaypointBehaviour "AWARE"; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointFormation "STAG COLUMN"; _wp1 setWaypointSpeed "FULL"; _wp1 setwaypointstatements ["True", ""]; //After reaching waypoint 3a, units enter the cars _unit1 moveInDriver car1; _unit2 moveInGunner car1; _unit3 moveInDriver car2; _unit4 moveInGunner car2; //Once the cars are manned, they patrol a 400m radius around spointpoint1 [car1, _spawnPos, 400, 6, "MOVE", "SAFE", "YELLOW", "LIMITED", "STAG COLUMN", "", [3,6,9]] call CBA_fnc_taskPatrol; [car2, _spawnPos, 400, 6, "MOVE", "SAFE", "YELLOW", "LIMITED", "STAG COLUMN", "", [3,6,9]] call CBA_fnc_taskPatrol; -
Are we expecting more content during the alpha? When are we likely to hit beta stage?
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comparison operators woes
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you! -
comparison operators woes
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am having some difficulty with comparison operators. I have looked here for the operators here. but am struggling to get the if statement to work, what I want it to consider is: if _west is between 1 and 10 (inclusive) then execute code, else do some other code. Can anyone help me? This code below works, it looks to see if there is 1 player, but this is to simplistic, ultimately I want to add in a couple of else if statements to consider when _west is between 11 and 20 (inclusive) and else if _west is between 21 and 30 (inclusive), but I am building uo the script, so need to get it working on the basics first. ////////////////////////////////////////////////////////////////// // Spawn a different unit based on total human players on side west. // Created by: : Craptakular ////////////////////////////////////////////////////////////////// if (!isServer) exitwith {}; _west = playersNumber west; if (_west == 1) then { hint "1 player."; _tank2 = createGroup East; [(getMarkerPos "spawnpoint4"), 70, "T34_TK_EP1", _tank2] call BIS_fnc_spawnVehicle; } else { hint "More than 1 player."; _TakGroup3 = [(getMarkerPos "spawnpoint1"), EAST, (ConfigFIle >> "CfgGroups" >> "EAST" >>"BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup; }; -
if statement error missing ; maybe?
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have the code below, but it errors with: else if _el> Error Missing ; File C:\...missions\spawnshuffle_test.utes\shufflespawn.sqf, line 11 Error in expression <lement = _result select 0; if _element = "0" { hint _element; }; else if _el> Error position: <= "0" { hint _element; }; I just can't see it, can anyone point it out? Yes I am dumb but I can't get it to work. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: : Craptakular ////////////////////////////////////////////////////////////////// _result = [["1","2","3","4","5"]] call CBA_fnc_shuffle; _element = _result select 0; if _element = "0" { hint _element; }; else if _element = "1" { hint _element; }; else if _element = "2" { hint _element; }; else if _element = "3" { hint _element; }; else if _element = "4" { hint _element; }; else if _element = "5" { hint _element; }; -
if statement error missing ; maybe?
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are the same marker from ocuk? You seemed to have missed the issue, the hint lines are just place holders to test if I can get the statement to work. Anyway I fixed it, I have a semi-colon before the else clause and that was the issue. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: : Craptakular ////////////////////////////////////////////////////////////////// _result = [[1,2,3,4,5]] call CBA_fnc_shuffle; _element = _result select 0; if (_element == 1) then { hint "The number is 1!"; } else { hint "The number is not 1!"; }; Now works -
Counter attack script stops after first loop
craptakular replied to craptakular's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK,sorry dude, where is this file located? ---------- Post added at 12:06 ---------- Previous post was at 11:46 ---------- Found it, thx -
Counter attack script stops after first loop
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am having trouble with my script, it spawns the first 3x infantry squads on spawnpoint1 but then stops after completing the first loop. Can anyone spot my error? if (!isServer) exitwith {}; //Groups can be found here: http://community.bistudio.com/wiki/Ambient_Combat_Manager_-_Group_types ////Spawn 3x infantry squad for counter, spawning from spawnpoint1 for "_x" from 1 to 3 do { _TakGroup1 = [(getMarkerPos "spawnpoint1"), EAST, (ConfigFIle >> "CfgGroups" >> "EAST" >>"BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup; _wp1 = _TakGroup1 addWaypoint [(getmarkerpos "wp1a"), 0]; _wp1 setWaypointBehaviour "AWARE"; _wp1 setwaypointtype "MOVE"; _wp1 setWaypointFormation "STAG COLUMN"; _wp1 setWaypointSpeed "FULL"; _wp1 setwaypointstatements ["True", ""]; _wp2 = _TakGroup1 addWaypoint [(getmarkerpos "wp1b"), 0]; _wp2 setWaypointBehaviour "UNCHANGED"; _wp2 setwaypointtype "MOVE"; _wp2 setWaypointFormation "STAG COLUMN"; _wp2 setWaypointSpeed "FULL"; _wp2 setwaypointstatements ["True", ""]; _wp3 = _TakGroup1 addWaypoint [(getmarkerpos "wp1c"), 0]; _wp3 setWaypointBehaviour "UNCHANGED"; _wp3 setwaypointtype "MOVE"; _wp3 setWaypointFormation "STAG COLUMN"; _wp3 setWaypointSpeed "FULL"; _wp3 setwaypointstatements ["True", ""]; _wp4 = _TakGroup1 addWaypoint [(getmarkerpos "wp1d"), 10]; _wp4 setwaypointtype "MOVE"; _wp4 setWaypointFormation "LINE"; _wp4 setWaypointSpeed "FULL"; _wp4 setwaypointstatements ["True", ""]; _wp5 = _TakGroup1 addWaypoint [(getmarkerpos "wp1e"), 10]; _wp5 setwaypointtype "CYCLE"; _wp5 setwaypointstatements ["True", ""]; sleep 3; }: //Spawn 2x infantry squad for counter, spawning from spawnpoint2 for "_x" from 1 to 2 do { _TakGroup2 = [(getMarkerPos "spawnpoint2"), EAST, (ConfigFIle >> "CfgGroups" >> "EAST" >>"BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup; _wp11 = _TakGroup2 addWaypoint [(getmarkerpos "wp1f"), 0]; _wp11 setwaypointtype "MOVE"; _wp11 setWaypointFormation "STAG COLUMN"; _wp11 setWaypointSpeed "FULL"; _wp11 setwaypointstatements ["True", ""]; _wp12 = _TakGroup2 addWaypoint [(getmarkerpos "wp1g"), 0]; _wp12 setwaypointtype "MOVE"; _wp12 setWaypointFormation "STAG COLUMN"; _wp12 setWaypointSpeed "FULL"; _wp12 setwaypointstatements ["True", ""]; _wp12 = _TakGroup2 addWaypoint [(getmarkerpos "wp1h"), 10]; _wp12 setwaypointtype "MOVE"; _wp12 setWaypointFormation "LINE"; _wp12 setWaypointSpeed "FULL"; _wp12 setwaypointstatements ["True", ""]; _wp13 = _TakGroup2 addWaypoint [(getmarkerpos "wp1i"), 10]; _wp13 setwaypointtype "MOVE"; _wp13 setWaypointFormation "LINE"; _wp13 setWaypointSpeed "FULL"; _wp13 setwaypointstatements ["True", ""]; _wp14 = _TakGroup2 addWaypoint [(getmarkerpos "wp1j"), 10]; _wp14 setwaypointtype "CYCLE"; _wp14 setwaypointstatements ["True", ""]; sleep 3; }: //spawn a vechile patrol for counter at spawnpoint3 _tank1 = createGroup East; [(getMarkerPos "spawnpoint3"), 70, "T34_TK_EP1", _tank1] call BIS_fnc_spawnVehicle; _wp6 = _tank1 addWaypoint [(getmarkerpos "wp1f"), 0]; _wp6 setwaypointtype "MOVE"; _wp6 setWaypointFormation "STAG COLUMN"; _wp6 setWaypointSpeed "FULL"; _wp6 setwaypointstatements ["True", ""]; _wp7 = _tank1 addWaypoint [(getmarkerpos "wp1g"), 0]; _wp7 setwaypointtype "MOVE"; _wp7 setWaypointFormation "STAG COLUMN"; _wp7 setWaypointSpeed "FULL"; _wp7 setwaypointstatements ["True", ""]; _wp8 = _tank1 addWaypoint [(getmarkerpos "wp1h"), 10]; _wp8 setwaypointtype "MOVE"; _wp8 setWaypointFormation "LINE"; _wp8 _wp1 setWaypointSpeed "FULL"; _wp8 setwaypointstatements ["True", ""]; _wp9 = _tank1 addWaypoint [(getmarkerpos "wp1i"), 10]; _wp9 setwaypointtype "MOVE"; _wp9 setWaypointFormation "LINE"; _wp9 setWaypointSpeed "FULL"; _wp9 setwaypointstatements ["True", ""]; _wp10 = _tank1 addWaypoint [(getmarkerpos "wp1j"), 10]; _wp10 setwaypointtype "CYCLE"; _wp10 setwaypointstatements ["True", ""]; sleep 5; [(getMarkerPos "spawnpoint3"), 70, "BMP2_TK_EP1", _tank1] call BIS_fnc_spawnVehicle; sleep 3; [(getMarkerPos "spawnpoint3"), 70, "UAZ_MG_TK_EP1", _tank1] call BIS_fnc_spawnVehicle; sleep 3; -
addaction and trigger to objects (small) evidence 1(File)?
craptakular posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can I add a menu action that enables a player to pick up the evidence and displays some text to the player, but in the background this sets off a trigger?