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Lala14

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Everything posted by Lala14

  1. Are you talking about a vehicle like a tank or the hmg/gmgs?
  2. so put in the squad leader's init: alpha = group this;
  3. [[group <player/name>,["<group name>"]],'setGroupID',true,true] spawn BIS_FNC_MP; //eg [[group player,["Alpha 3-3"]],'setGroupID',true,true] spawn BIS_FNC_MP;
  4. You need to place the Nimitz Catapult module down! so in the editor press F7 or go to Modules and then double click somewhere then go to Nimitz then Select Catapult or whatever its called simple
  5. @EEEMB It's working fine for me on version 1.64 D: is it possible if you send me your mission file?
  6. cTab doesn't show though where the turret is looking though. It just shows a front view and a down view.
  7. Lala14

    F/a-18x black wasp

    I also had this issue, I was using the Vehicle Respawn Module and it seemed to spawn facing the West (90).
  8. Well its definitely possible its just I'm not that advanced at scripting ... yet. I think it would just be a dialogue and then from the dialogue have it display what the targeting pod is seeing. But as said I have no idea on how to make it render the uav's feed. ---------- Post added at 20:17 ---------- Previous post was at 19:32 ---------- well its definitely not possible to make the 'feed' show where the uav is looking. Really sorry.
  9. yea I would have either what Iceman77 has or this && !alive bob the thisList command when put into triggers will return an array of units who are currently within your trigger. If you wanted though to use thisList within a script you would have to have the trigger named and then you would use list <trigger_name>; also take a look at this
  10. is it alright if you put down exactly how the trigger is set up.
  11. Lala14

    add FLIR to AH9

    BI Disabled the flir pod and a few others before the full release of the game. Sorry but what I would have wrote for your code. null = this spawn {_this animate ["addHoldingFrame", 1]; _this animate ["addFLIR",1]; _this animate ["addScreen1", 1]}; _this animate ["addTread_Short", 1]}; This may work in the dev build though since I know BI added the doors back on the dev.
  12. Damn. You beat me to it. My cruise control script was almost working just had the issue of making the vehicle turn but instead it would roll. xD
  13. Hmm its working for me. is it because you are trying to turn it on during the day? ArmA doesn't allow lights to be visible during the day but when it's night they are. Also your repetitive cleanup script is being initialized wrongly. from ] execVM scripts\'repetitive_cleanup.sqf'; change to ] execVM 'scripts\repetitive_cleanup.sqf';
  14. Thanks I'll take a look at it in about a couple of hours from now and report back.
  15. Hmm. I'll take a look and if I can't seem to find out why it's not working will it be ok if you can give me your mission .pbo? All I know from the last update was that they changed some position script commands but that shouldn't have affected this unless they removed the #lightpoint vehicle which then would have broken my script. EDIT It's working on my end. I'm going to need your mission pbo.
  16. Lala14

    Mine detector not working ?

    You are right though anyone with a Mine Detector will see mines when it's in their inventory. Also the player/person can look at the mine and it will spot it.
  17. there should be more code attached, can't really tell otherwise why its not working.
  18. Mission Editor: Debug Console (Arma 3) That page should explain it. You should be looking at adding enableDebugConsole. Simply add it to your description.ext with you desired use. ;)
  19. why not _target distance cursortTarget <= 5
  20. you need to double the quotation marks when its inside player addaction ["Turn civilian","client\player\turn_civilian.sqf",nil,1,false,true,"","vest player == [color="#B22222"][b]""[/b][/color]V_Press_F[color="#B22222"][b]""[/b][/color]"];
  21. use setUserActionText. And then maybe in the conditions have something being called to change it dynamically. Probably would need to use spawn because calling doesn't allow sleeps ;) Dammit I did it again where I forget to read. ---------- Post added at 16:17 ---------- Previous post was at 16:14 ---------- also just another little foot note is that in the addAction _this select 2 will return the index number of the addAction. ;)
  22. Lala14

    setDir not working?

    what @Goblin otherwise the only thing that I can remember was that when using the attachTo after you apply the command you may need to use setDir twice. It was a bug I remember but I think they fixed it, I may be incorrect though.
  23. well actually now that you mentioned that @DreadedEntity it would work if it was placed into the forEach. anyway @silentWisher. It would most likely be doubling up on actions on the boxes since your giving the addAction to the box and the addAction to the player. so now here are the two options if you want to go with the init.sqf option 1 - My Option #3 option 2 - DeadedEntity
  24. So there are three options 1. Manually add the addAction to each of the crates in the mission editor by using this in there init line this addAction ["<t color='#ff1111'>BIS Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; this allowDamage false; 2. Use BIS_fnc_MP and create a function to work in tandem or use BIS_fnc_MP and BIS_fnc_spawn. 3. Use this in your init.sqf and it will allow the player to use any supply crate in the mission. player addAction ["<t color='#ff1111'>BIS Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},[],9,true,true,'','cursorTarget isKindOf "B_supplyCrate_F"']; player addEventHandler ["Respawn", { (_this select 0) addAction ["<t color='#ff1111'>BIS Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},[],9,true,true,'','cursorTarget isKindOf "B_supplyCrate_F"']; }]; 4. Or use what DreadedEntity said but although I don't think it will work but I may be wrong.
  25. well tbh I think it would be a lot simpler if you just manually add the addAction to each of the supplycrates, that should fix the issue. but the only other way that I can think off the top of my head is to make a function and then spawn it with BIS_fnc_MP. Or use BIS_fnc_spawn in tandem with BIS_fnc_MP. But still I suggest just using the 1st method which should definitely be a lot more stable. ---------- Post added at 12:31 ---------- Previous post was at 12:29 ---------- OH another thing is we could make it that the addAction is on the player but the condition side could make it that what ever the player is looking at has to be a supplycrate. player addAction ["<t color='#ff1111'>BIS Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},[],9,true,true,'','cursorTarget isKindOf "B_supplyCrate_F"']; simply add it to your init.sqf ---------- Post added at 12:44 ---------- Previous post was at 12:31 ---------- oh and along side add just below that addAction player addEventHandler ["Respawn", { (_this select 0) addAction ["<t color='#ff1111'>BIS Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},[],9,true,true,'','cursorTarget isKindOf "B_supplyCrate_F"']; }];
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