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TobiasRp

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Everything posted by TobiasRp

  1. I have this script and I do not know how to identify death _mgpos? Can you advise me? Thanks. _group = _this select 0; _mgpos = nearestObjects [_group,["StaticWeapon"], 230]; If (side _mgpos == EAST) Then { If !(alive _mgpos) Then { hint format ["%1 is down", _mgpos]; }; }; Exit
  2. 1) finding enemy static weapon (EAST). 2) check death (crew) static weapon.
  3. Works perfectly! Much you have helped me! Thank you.
  4. Hi, 1) can you advise me please, how to modify this script to go apply for all units in a group? 2) Can somehow select all units that meet the condition _grenTrig? Thanks _group = this select 0; _grenTrig = count (getPos leader _group nearObjects ["GrenadeHand", 100]) > 0; If (_grenTrig > 0) Then { leader _group say "GerIncomingGrenade01"; };
  5. I did not know that the loop has 10k. Script calls the init file: [Grp1] execVM "HandGrenade.sqf"; I tried to run the script without my modification, the value array is empty. How do I please the script to run correctly?
  6. Well, I tried this and the array is empty. _group = this select 0; _unitsWhoSawAGrenade = []; while {true} do { { if (count ((getPos _x) nearObjects ["GrenadeHand", 20]) > 0) then { _unitsWhoSawAGrenade set [count _unitsWhoSawAGrenade, _x]; }; } forEach units _group; hint format["%1", _unitsWhoSawAGrenade]; If (count _unitsWhoSawAGrenade > 0) Then { leader _group say "GerIncomingGrenade01"; }; sleep 2; }; };
  7. A array "_unitsWhoSawAGrenade" to be added itself? Because it is empty.
  8. TobiasRp

    RemoveAction issue

    try this, not tested: //init.sqf in mission folder [officer] execVM "actID.sqf"; //actID.sqf _officer = _this select 0; _ReportIn = Officer addAction ["Report In", "ReportIn.sqf"]; //ReportIn.sqf _officer = _this select 0; _id = _this select 2; Bob action ["salute", bob]; _Officer action ["salute", _Officer]; _Officer playmove "AidlPercSnonWnonDnon_talk1"; _Officer removeaction _id;
  9. Do you know how to please someone randomly choose one soldier from the group (grp1)? Note: The selection not to be a vehicle. Thank you in advance.
  10. Perhaps resolved: _randomSoldier = objNull; _units = units grp1; _alivecount = ({alive _x} count units grp1); while {isNull _randomSoldier || (_alivecount > 1) || (vehicle _randomSoldier) != _randomSoldier || isPlayer _randomSoldier} do { _randomSoldier = _units call BIS_fnc_selectRandom; };
  11. Is this correct? Thanks. _randomSoldier = objNull; _units = units grp1; while {isNull _randomSoldier || (vehicle _randomSoldier) != _randomSoldier} do { while {(isPlayer _randomSoldier)} do { _randomSoldier = _units call BIS_fnc_selectRandom; }; _randomSoldier say "USMove_01" };
  12. Sorry for the bad translation... Yes, I need to modify this script to _randomSoldier not a player, but always AI. It is possible that the condition (I do not know where to add it in the script): if (isPlayer _randomSoldier) Then ...
  13. It's for the Arma 2 OA. This is the beginning of my script US_tank_destroyed.sqf (the next thing you need advice). _obj = _this select 0; _wepn = _this select 1; _wep = _this select 4; _ms = getPos _obj nearEntities [["Man"] , 250]; if (west countSide _ms == 0 and Resistance countSide _ms == 0) exitWith {}; if (vehicle _obj!= _obj) exitWith {}; if (vehicle player!= player) exitWith {}; if ( ( (_wepn == "I44_M1A1Bazooka") or (_wepn == "I44_PIAT") ) and (_obj distance player < 350)) then { Switch (floor (random 7)) do { case 0: {_obj say "USATFire1"}; case 1: {_obj say "USATFire2"}; case 2: {_obj say "USATFire3"}; case 3: {_obj say "USATFire4"}; case 4: {_obj say "USATFire5"}; case 5: {_obj say "USATFire6"}; } }; exit ---------- Post added at 18:28 ---------- Previous post was at 18:14 ---------- I'm sorry, I placed my mistake in OFP, should be in ARMA 2 OA.
  14. Hello, Do you need help with a script with EventHandler "killed". When a soldier destroys tank, has this soldier (_killer) say "tank_destroyed_01". I am only beginning: _EH = _x AddEventHandler ["fired",{_this execvm "scripts\US_tank_destroyed.sqf"}]; Thank you in advance for any help! TR
  15. She would please the script to add the condition that the player has not been selected (if a group member) but the other unit?
  16. Hello, I am creating a mission of i44 mod. Do you need help with a script for sound. My idea: Western unit that detects enemy vehicle says Random warning (US_EnemyTank_01, US_EnemyPanther_02, US_EnemyPanther_03) Group enemy vehicles for which this script should be: I44_Tank_G_PzKpfwV_G_WH I44_Tank_G_PzKpfwV_G_SS I44_Tank_G_PzKpfwV_G_camo_WH Thanks for the help! [i] //My unfinished script _obj = _this select 0; if (vehicle _obj!= _obj) exitWith {}; if (resistance countSide _ms == 0 and east countSide _ms == 0) exitWith {}; if ( _obj distance player < 100) then {Switch (floor (random 3)) do { case 0: {_obj say "US_EnemyTank_01"}; case 1: {_obj say "US_EnemyPanther_02"}; case 2: {_obj say "US_EnemyPanther_03"}; } };[/i]
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