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Twiggy

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About Twiggy

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  1. Cheers, that worked. Any idea how to overlay an image on the screen? Thanks, Twiggy
  2. Hello, Am wondering how I would be able to disable the movement of multiplayer (player controlled) units for a period of time whilst there is a screen (logo/image) covering their whole screen. Cheers, Twiggy
  3. Hi, At the moment I am trying to make a base, but first i need a wide flat open space. So first i hid all the buildings in the compound which worked. But at the moment i am trying to make the walls that line the compound invincible. These are not user placed and are part of the map so i could not find out a way to make 'this allowdamage false' work. I have tried several different ways using the IDs but none have worked. Any help would be appreciated Cheers, Twiggy
  4. Hey, At the moment I have a trigger that i want to be activated when 4 Vehicles are destroyed. At the moment i tried to put it all in 1 Line "!alive Dave; !alive Bob.....", but this did not work. Anyhelp would be appreciated, Cheers
  5. hey, at the moment i'm trying to get a picture of an Blufor AI shooting himself in the head for part of the mission I am working on. At the moment all i can manage is making myself commit suicide and not the AI. i have a file in the mission folder called 'suicide.sqf', it contains this 'Dave switchmove "ActsPercMstpSnonWpstDnon_suicide1B"' then in the AI's init section i have.. 'Dave addaction ["suicide","suicide.sqf", 0, 0, false]' Dave is the AI's Name I Think it may have something to do with this When it's on player it gives me the option to do it, it doesn't force me. Maybe it's giving the AI the option to do it which it is ignoring? Cheers, Twiggy -------------------------------------------------------------------------------- Never Mind it's working now, silly mistake i made
  6. Hi guys i'm making a mission and i would like to use this script, but to help it run better a lot of the enemy units are being spawned in by a diff. script. -Trigger act.=_h = []execVM "spawnAI.sqf"; -spawnAI.sqf=_group1 = [getMarkerPos"mark1", east,["TK_INS_Soldier_TL_EP1","TK_INS_Soldier_AT_EP1","TK_INS_Soldier_AA_EP1","TK_INS_Bonesetter_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_EP1"]] call BIS_fnc_spawnGroup; [_group1] execvm "patrol.sqf"; The spawning script works fine but i cant figure out how to get this patrol script to work with it. Any help appreciated :)
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