Gurman01
Member-
Content Count
11 -
Joined
-
Last visited
-
Medals
Community Reputation
10 GoodAbout Gurman01
-
Rank
Private First Class
-
Thanks Karel, like lambs to the slaughter.. Kinda reminds me of that film 'fallen'. Maybe i can script that every time Zeus is about the player can hear that tune the devil whistles :)
-
If you jump into an AI (matrix style), and you get killed, do you return to the zeus role or are you dead?
-
Play withSIX - Launcher, Downloader, ServerBrowser - FULL ARMA3 Alpha Support +more!
Gurman01 replied to sickboy's topic in ARMA 3 - GENERAL
Quick question, have searched without much success, if I download withsix and the various mod's, is it possible to turn them off.. say if I wish to play on a non-mod server??? Thanks in advance. -
Arma 3: Community wishes & ideas- NO DISCUSSION
Gurman01 replied to Maio's topic in ARMA 3 - GENERAL
Anyone know if BIS or any of the modders are making use of second screens? I would like access to a live time map on a tablet device???? -
Can you link tasks using scripting?
Gurman01 replied to Gurman01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you shuko -
Can you link tasks using scripting?
Gurman01 replied to Gurman01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry didn't mean it was broken, just that I favoured the pop up method that the modules use. If I can get those to work with scripting method then in my opinion it's best of both worlds. I know you can do hints but I want something in the center of the screen, is that what you were referring to? -
Hi peeps, I use modules on the map to create tasks (as I like the pop ups on screen) hence why I don't use task.sqf, but I am trying to minimise the amount of synchronising lines used on the map, I know you can do this now with 'synchronise to all playable units' which makes life easier but I would like to do this between tasks, so that as normal the next task is created on completion of the previous task. Does anyone know of a script that can be placed in a trigger that is linked to a create task module? I know this is probably strange as connecting a line between two tasks is child's play, however, I feel it makes the map in the editor look messy. failing that has anyone been able to combine both old scripting method of creating tasks with the taskState module so that the pop up still appears on screen? Cheers in advance.
-
Trigger activated when item added to players inventory from dead body
Gurman01 replied to Gurman01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Again, Thank you... Just what I have been looking for! -
Trigger activated when item added to players inventory from dead body
Gurman01 replied to Gurman01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks It works (not that I should be surprised), Its mind boggling that there are so many variations of script('in weapons', 'hasWeapon') , where can I find the lists of these? I know about the kit lists on SIX Config and the new script commands page on BIS.. -
Trigger activated when item added to players inventory from dead body
Gurman01 replied to Gurman01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your prompt response... I shall go try this -
Trigger activated when item added to players inventory from dead body
Gurman01 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Guys, I would like a 'succeed task' when the player takes a specific secondary weapon from a dead enemy soldier.... I have searched for the script I need in relation to this and there are a few posts that are close but I cannot seem to get them to work. I can get this to work when a player picks up a rucksack with the weapon contained within it but not from the body or taking direct from the rucksack. I am still fairly new to all this but enjoying every minute, if you would be kind enough to write out the full code I need so that I can simply copy and paste into the relevant box, it would be muchly appreciated. Regards Gurman