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Gurman01

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About Gurman01

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  1. Gurman01

    Controlling AI as Zeus- question

    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 :)
  2. If you jump into an AI (matrix style), and you get killed, do you return to the zeus role or are you dead?
  3. 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.
  4. 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????
  5. 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?
  6. 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.
  7. Again, Thank you... Just what I have been looking for!
  8. 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..
  9. Thanks for your prompt response... I shall go try this
  10. 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
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