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locko1997

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Everything posted by locko1997

  1. I cant chat right now, but it should work, thanks...
  2. This is realy weird, the script just stop running after the 3rd sidechat ._. the hints are just a debuggin shit, since it wasnt working, wanted to check where it failed. ( and this is being executed by execVM ) also, UavMove = 1 is for making a condition on a trigger to change, but it donts D: ( is UavMove == 1 on condition field ) _actHad = _this select 0; _actUsed = _this select 1; _actID = _this select 2; _actHad removeAction _actID; [playerSide,"Base"] sideChat "K-40 ababil-3(CAS) sistems initializing, please stand by."; sleep 5; [playerSide,"Base"] sideChat "K-40 ababil-3(CAS) sistems working, doing pre-flight check."; sleep 5; [playerSide,"Base"] sideChat "K-40 ababil-3(CAS) pre-flight check completed, K-40 ababil-3(CAS) is ready to take off."; Uav_cas join createGroup West; hint "1"; sleep 4; UavMove = 1; publicVariable "UavMove"; _cam = [uav_Cam,Uav_cas,Player,1] spawn BIS_fnc_liveFeed; hint "4"; sleep 25; _cam camPreparePos position Uav_Cam2; _cam camPrepareTarget position Uav_targ; hint "25";
  3. Hello, im having a weird issue over here... the command createDiaryRecord is not working for me, its realy weird.... player createDiaryRecord ["Diary",["Situation","Intel shows that CSAT is moving heavy armor and troops to Altis, we suspect they will attack our bases on stratis.</br> The satellite reveals a <marker name='tank_fac'>Tank Factory</marker> near kavala started to triplicate the tank production, and we believe a high ranking officer is on kavala."]]; player createDiaryRecord ["Diary",["Signal","1° Me: Fisherman </br> 2° CrossRoad: HQ"]]; player createDiaryRecord ["Diary",["Execution","Find intel about CSAT attack on stratis, then proceed with opperation Wet Oil"]]; player createDiaryRecord ["Diary",["Execution","After SDV insertion on Kavala, you will look for intel, and steal 5 CSAT server passwords to low-rank officers."]]; player createDiaryRecord ["Diary",["Supports","There's a hidden UAV on a civilian house. say: A banana is eating my cat!! i need help."]]; Help me please!
  4. Well, its a single player mission ;)
  5. Hey, where is arma sounds? i mean i just need to use a soldier wounded sound
  6. its being run by init.sqf, but i tryed also using execvm by debug console once mission started, and nothing.
  7. Cant u spawn a AA guy and setTarget & Fire?, when radar is destroyed he dies...
  8. Well, the body detection part is already done, but my problem is really simple, i need to hint how much bodys i found at the moment, but for some reason, is just failing... THIS IS SOLVED :3 i just had to put on init.sqf that officers = 0 feel free to copy this code ;) // These are the special variables passed by the action script. _actHad = _this select 0; // Object that had the Action (also _target in the addAction command) _actUsed = _this select 1; // Unit that used the Action (also _this in the addAction command) _actID = _this select 2; // ID of the Action // Use them to remove the action. _actHad removeAction _actID; // This will prevent other actions from being shown now. bodySearched = false; officers = officers +1; publicVariable "bodySearched"; hint ( str officers + "/2 officers killed"); // And here we complete the task for the player. if( Officers == (count searchAblebodies ) ) then { ["TaskSucceeded",["tskofficer","Find and kill enemy officers"]] call bis_fnc_showNotification; ["tskofficer", "Succeeded"] call BIS_fnc_taskSetState; ["tskofficer",["Good Job! you eliminated all enemy officers, and found all their access passwords!.","Find and kill enemy officers","empty!"]] call BIS_fnc_taskSetDescription; }; init code: // start the briefing. execVM "briefing.sqf"; // body found yet? bodySearched = false; officers = 0; // which bodies can we check? searchableBodies = [Of_1, Of_2]; // This adds the actions. _target is a special variable that means "the thing with the action on it". // The condition at the end means the player won't see the action till the target is dead and the bodies haven't been marked as searched yet. { _x addAction ["Search Body","searchBody.sqf",[],1,false,true,"","!alive _target && !bodySearched"]} forEach searchAbleBodies;
  9. it may work like with hint, you just need to pass getposatl to string hint (str getposAtL " Altitude")
  10. Well, my issue is simple... i have a lot of unit waypoints and i need to activate them with a script, so i want to use a trigger for that... the idea is that i set a fake alarm on a addAction, and i want the units to move, but i wont be able to do that if i dont know how to activate a trigger with an script...( ik i can just use radio alpha... )
  11. It says: type ==: expected any...
  12. Well i tryed that, but i probably forgot the double == .... thanks!
  13. locko1997

    Planting Charges on boats.

    Well, im not actualy good with arrays, so you are saying that if i got boat class X and add them for being detected by array they will be having the addaction init?
  14. Well, what i need help with is kinda complicated, im making a mission, where the player must plant charges on boats, for blowing them up... and i got a lot of problems: 1° im using addAction, but i need to use it with every boat... and the thing is that i want to make a global switch to kill all boats at same time. 2° How can i check if every boat was planted with a explosive to accomplish task. 3° How can i make the bomb switch? ( i dont want a actual explosive on inventory, i solved this on mission saying its a small explosive that goes into boat fuel tanks :3 )
  15. Hello, this is my first post here and im having some issues with scripting since im very new to it. so, what i was trying to do is simple ( or not that simple for me :3 ) making the player able to call flare illumination when the player uses an AddAction command. it worked well, until i started to place if statemets, which ask's if the caller has a radio, so it can launch the flare illumination. So i didnt wanted use a radio call, because this is for multiplayer, and i wanted the player to find a radio, then be able to ask for flare's. Here is my code so far: if(isServer) then { _caller = _this select 1; if(_caller hasWeapon "ItemRadio") then { hint "Flare's being Shot. ETA 10 seconds." _caller unassignItem "ItemRadio"; _caller removeItem "ItemRadio" sleep 10; _fl1 = "F_40mm_White" createvehicle ([15950, 17049,150]); _fl2 = "F_40mm_White" createvehicle ([16082, 17127,150]); _fl3 = "F_40mm_White" createvehicle ([16184, 17062,150]); _fl4 = "F_40mm_White" createvehicle ([16199, 17008,150]); _fl5 = "F_40mm_White" createvehicle ([16179, 16949,150]); _fl6 = "F_40mm_White" createvehicle ([16124, 16890,150]); _fl7 = "F_40mm_White" createvehicle ([16039, 16907,150]); _fl8 = "F_40mm_White" createvehicle ([16096, 16962,150]); _fl9 = "F_40mm_White" createvehicle ([16084, 17004,150]); _fl10 = "F_40mm_White" createvehicle ([16179, 16949,150]); _fl11 = "F_40mm_White" createvehicle ([15971, 17028,150]); _fl12 = "F_40mm_White" createvehicle ([15991, 17091,150]); _fl13 = "F_40mm_White" createvehicle ([16150, 17106,150]); _fl14 = "F_40mm_White" createvehicle ([16035, 16885,150]); _fl15 = "F_40mm_White" createvehicle ([15982, 16939,150]); _fl1 setVelocity [0,0,-0.1]; _fl2 setVelocity [0,0,-0.1]; _fl3 setVelocity [0,0,-0.1]; _fl4 setVelocity [0,0,-0.1]; _fl5 setVelocity [0,0,-0.1]; _fl6 setVelocity [0,0,-0.1]; _fl7 setVelocity [0,0,-0.1]; _fl8 setVelocity [0,0,-0.1]; _fl9 setVelocity [0,0,-0.1]; _fl10 setVelocity [0,0,-0.1]; _fl11 setVelocity [0,0,-0.1]; _fl12 setVelocity [0,0,-0.1]; _fl13 setVelocity [0,0,-0.1]; _fl14 setVelocity [0,0,-0.1]; _fl15 setVelocity [0,0,-0.1]; } else { _caller hint "You need a Radio to call flare illumination" }; }; Edit: Btw, should i use a ForEach for the setVelocity functions? i dont know how to :3
  16. I think it would be usefull to add wingsuits
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