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Blueblood

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About Blueblood

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  1. You could use inlist then use count to get the number of people in a trigger then compare it to 2 ill write it up for you when im home.
  2. You can use setUnconscious _unit setUnconscious true Not sure if he will wake up, if he does just make a while loop
  3. Sweet, Just what I needed thanks
  4. I had a look around for this and found a few threads but they didn't really help me. I want to be able to compare the in-game names of every player that joins the mission to a predefined name. I know that this is possible with UID's but I would prefer to have the name. Any help would be greatly appreciated!
  5. I have managed to get the Construction Interface working fine but, I have no idea how to set it up so that items can be placed close to each other. If you place a small wall you can't place another one beside it without leaving a gap. Is there anyway to set it up so that you can place items directly beside each other?
  6. Thanks it worked! Didn't even think about that.
  7. I'm trying to create a simple script so that instructors can move targets in a kill house. It was simple enough until I encountered a problem, I'm using a format on a variable so that I can use the same script on every target, In-game the targets are named Tar_1, Tar_2, Tar_3 and so on. I've replicated the same format in a hint and it displays the correct name but when its used with attachTo it gives me the error: Typed string expected object. Here are the addActions: Tar1A = Tar_1 addAction [("<t color=""#FF0000"">" + "Move Target" + "</t>"),"MoveTar.sqf",1]; Tar2A = Tar_2 addAction [("<t color=""#FF0000"">" + "Move Target" + "</t>"),"MoveTar.sqf",2]; Tar3A = Tar_3 addAction [("<t color=""#FF0000"">" + "Move Target" + "</t>"),"MoveTar.sqf",3]; And here is the script to move the target: private ["_Player","_TarNumber","_Target"]; _TarNumber = _this select 3; _Target = format [Tar_%1, _TarNumber]; hint format ["Tar_%1", _TarNumber]; _Target attachTo [player,[0,1,1]]; Any help would be greatly appreciated.
  8. If you put "Local player" inside the condition of a trigger without speech marks it will activate on every player
  9. You may need to place a preload module on the map
  10. You don't need to specify that its a vehicle so you would use para2 action ["Eject", _cargoPlane]; instead of para2 action ["Eject", vehicle _cargoPlane]; You probably got the "vehicle _cargoPlane" part from the wiki Here. What that does in that instance is ejects him from whatever vehicle he is in, So he could eject from a car and not just the specified C130-J. If you wanted to implement this into your script you would use: para2 action ["Eject", vehicle para2];
  11. Thanks man! The Function Index will be very useful!
  12. I've had a look around for this but I can't seem to find anything about this, I need a way to check if a player has an ACE backpack. I've used the "unitBackpack" command but it will always return a Null Object for ACE backpacks. The reason I need this is for a Fallujah FOB, I'm adding the action to load-up the players backpack with either Light Medical Gear (For non medics) or Full Medical Gear (For medics) I know how to actually add the items but I don't want any script errors whenever someone tries to use it without a backpack. Here is the script: private ["_player","_loadouttype","_player"]; _player = _this select 0; if (HERE IS WHERE I NEED TO CHECK IF THE PLAYER HAS A BACKPACK, EITHER WITH CODE IN HERE OR WITH A VARIABLE) exitWith{hint "You have no backpack!";}; _loadouttype = _this select 3; If (_loadouttype == 1) then { sleep 3; [_player, "ACE_epinephrine", 2] call ACE_fnc_PackMagazine; [_player, "ACE_Morphine", 2] call ACE_fnc_PackMagazine; [_player, "ACE_LargeBandage", 3] call ACE_fnc_PackMagazine; [_player, "ACE_Bandage", 5] call ACE_fnc_PackMagazine; [_player, "ACE_Medkit", 1] call ACE_fnc_PackMagazine; [_player, "ACE_Tourniquet", 1] call ACE_fnc_PackMagazine; hint "Light Medical Gear Loaded!"; }; If (_loadouttype == 2) then { sleep 3; [_player, "ACE_epinephrine", 10] call ACE_fnc_PackMagazine; [_player, "ACE_Morphine", 10] call ACE_fnc_PackMagazine; [_player, "ACE_LargeBandage", 10] call ACE_fnc_PackMagazine; [_player, "ACE_Bandage", 15] call ACE_fnc_PackMagazine; [_player, "ACE_Medkit", 5] call ACE_fnc_PackMagazine; [_player, "ACE_Tourniquet", 2] call ACE_fnc_PackMagazine; hint "Full Medical Gear Loaded!"; }; Any help would be greatly appreciated, Thanks in advance!
  13. The AI will detect roads, there is no need to "Draw" a path with waypoints. Simply place a waypoint from A to B and the group leader will decide which way to follow, if mode is set to "Careless" or "Safe" then he will take the most direct route that follows the roads. Hope this helps, but AI have always been a massive pain in the ass.
  14. For ACE backpacks your need to call an ACE Function: [player, "ACE_Bandage", 1] call ACE_fnc_PackMagazine;
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