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killzone_kid

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About killzone_kid

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  1. Different commands for different things, not sure what you are trying to do so ¯\_(ツ)_/¯
  2. I have updated documentation https://community.bistudio.com/wiki/setVelocityTransformation
  3. count command - hidden syntax?

    https://community.bistudio.com/wiki/count
  4. Try maybe fn_deleteBlock = { uiSleep 60; if (count _this > 1) then { deleteVehicle (_this deleteAt floor random count _this); _this spawn fn_deleteBlock; }; }; [block1,block2,...] spawn fn_deleteBlock;
  5. Repetable trigger condition

    try {_x inArea thisTrigger} count (getPos thisTrigger nearObjects ["Land_PaperBox_open_full_F", 200]) >= 3
  6. You can find supplies with nearSupplies but inventory lacks a lot of commands working with container items. For example if you want to transfer just 1 item, you need to empty container and fill it up again -1 item, then create this item new and put in AI inventory. In short this is doable but with great pain and suffering.
  7. Repetable trigger condition

    then try this for condition: getPos thisTrigger nearestObject "Land_PaperBox_open_full_F" inArea thisTrigger
  8. General Discussion (dev branch)

    But there is already example - Example 5 ¯\_(ツ)_/¯
  9. Repetable trigger condition

    Please familiarise yourself with what is what if you want to use triggers: https://community.bistudio.com/wiki/Magic_Variables#thisList If object is not detectable by trigger it will not be in the trigger list Also read @pierremgi comment
  10. General Discussion (dev branch)

    Your argument format is wrong, see the documentation https://community.bistudio.com/wiki/BIS_fnc_randomPos There is even example
  11. Bomb in car

    Not sure if serious. getpos "bombmrk" is not a valid expression, so whatever is created and exploded is not this bomb
  12. Repetable trigger condition

    When you delete vehicle, repeated trigger deactivates so 3rd trigger never fires. Move both deleteVehicle to the 3rd trigger activation.
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