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Everything posted by L.Trale
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I'm playing a custom mission, in which vehicles randomly spawn around the map. It didn't come with a save option, so I downloaded a script in which it saves the players weapons, items, clothing, gear ect. Is it possible to make a script that when a player enters a vehicle, it saves to the array? Here is the save script: http://www.armaholic.com/page.php?id=21391 I'm playing on Dynamic Zombie Sandbox: http://forums.bistudio.com/showthread.php?147599-Mission-Dynamic-Zombie-Sandbox-Arma-3
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Works, thanks! ---------- Post added at 03:39 ---------- Previous post was at 03:37 ---------- I was making a Combination lock, if you guys want the codes just ask :)
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I've tried and tried to figure this out, but I can't seem to find the problem. if (myVariable = 30) then {hint "At"} else {hint "Below"}; If I use the "<" or the ">", it works perfectly fine. I guess you can't use the Equal sign? Any help would be great.
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I've been searching for days. Anyone know how to create a shop Gui? I've used the ingame tool, but I don't understand how to create the Gui. I want the player to press a key when they are near a Weapon Box. Then the gui should be displayed with the option to buy weapons and ammo. Any help would be greatly appreciated.
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Thanks, but It gives the played who is downed the action to revive. ---------- Post added at 21:27 ---------- Previous post was at 21:10 ---------- Also, anyone know how to stop a script? When the player gets down, they are given the action. Then, when you use the action, the first script (Down) should stop so it doesn't execute the final command (_unit setdamage 1; ) ---------- Post added at 22:00 ---------- Previous post was at 21:27 ---------- scriptName = [parameters] execVM "yourname.sqf"; Terminate scriptName; Doesn't work. Help?
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I'm trying to make a script when the player gets down if their health is low enough if (damage player > 0.8) then {hint "Worked";}; At the moment, I'm just trying to make it hint that it works. For some reason, it doesn't. Any help? Thanks.
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How would I give the player who is not down the action to revive the player down? Here is the script so far: _unit = _this select 0; waitUntil {(damage _unit) > 0.8}; playsound "Down"; _unit allowdamage false; _unit switchmove "AinjPpneMstpSnonWnonDnon_injuredHealed"; hint "Someone is down, you have 30 seconds to revive them!"; sleep 10; hint "Someone is down, you have 20 seconds to revive them!"; sleep 10; hint "Someone is down, you have 10 seconds to revive them!"; sleep 5; hint "Someone is down, you have 5 seconds to revive them!"; sleep 1; hint "Someone is down, you have 4 seconds to revive them!"; sleep 1; hint "Someone is down, you have 3 seconds to revive them!"; sleep 1; hint "Someone is down, you have 2 seconds to revive them!"; sleep 1; hint "Someone is down, you have 1 second to revive them!"; sleep 1; _unit setdamage 1;
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Works. Really appreciate you helping me out, thanks :)
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Alright, thanks. I'll put a download link in a second. ---------- Post added at 20:11 ---------- Previous post was at 20:06 ---------- http://www.mediafire.com/?854sfvq7434ss2k Download link to the Example Mission. Thanks for the help :)
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Thanks for the reply, but it's not working.
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I want it so that when the group is killed, it will execute a new script. Here is the script: sleep 5; playsound "Start"; hint "Be advised Enemy Infantry spotted in your area"; GroupOne_X = Creategroup EAST; "O_diver_F" createUnit [getMarkerPos "spawn1",GroupOne_X,"GroupOne_X move position player",random 1, "Private"]; "O_diver_F" createUnit [getMarkerPos "spawn2",GroupOne_X,"GroupOne_X move position player",random 1, "Private"]; Thanks
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How to check if group is dead
L.Trale replied to L.Trale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works, Thanks :) -
How to check if group is dead
L.Trale replied to L.Trale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not working, thanks though. waitUntil {{ alive _x } count units _grp == 0; execVM "Waves\Wave2.sqf"; ;} This works, but for some reason it doesn't count the dead units in the group. If I kill just one of them, it preforms the action. -
How to check if group is dead
L.Trale replied to L.Trale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm executing it from a script, not a trigger. ---------- Post added at 20:54 ---------- Previous post was at 20:46 ---------- Maybe use the "waitUntil" command? -
How to check if group is dead
L.Trale replied to L.Trale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, but it doesn't seem to be working. -
How to check if group is dead
L.Trale replied to L.Trale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I did search but I didn't understand it. ---------- Post added at 20:29 ---------- Previous post was at 20:16 ---------- Any way to make it "If { alive _x } count units _grp == 0 "then" execVM "Waves\Wave2.sqf"; -
Hello, I'm trying to make a image on the players screen, with a variable next to it. Basically, I want to display the players cash on the screen with a image next to it, like wasteland. Any help would be great. Thanks, Trale
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Hello all, I've noticed something; You can't use addeventhandler on animals, or I at least think you can't. I'll post a code a friend gave me: _loc = _this select 0; _area = _this select 1; _qty = _this select 2; for "_i" from 1 to _qty step 1 do { _animals = ["Goat_random_F","Cock_random_F"] call BIS_fnc_selectrandom; _xpos = (getpos _loc select 0) + (random _area)-(_area/2); _ypos = (getpos _loc select 1) + (random _area)-(_area/2); animalSP = createAgent [_animals,[_xpos,_ypos,0], [], 0, "none"]; animalSP setdir random 360; animalSP addeventhandler ["killed",{(_this select 0) addaction ["Gut" + typeof (_this select 0),"Actions\Gut.sqf"]}]; }; I call this code from a script, it spawns in the animals, but it doesn't give the action when the animal is killed. I've tried this also in a animals init. I named the animal "m1rabbit". Here is the code: m1rabbit addeventhandler ["killed",{(_this select 0) addaction ["Gut" + typeof (_this select 0),"Actions\Gut.sqf"]}]; }; I've also tried this on Infantry Units. It works for them, but not for the animals. Is there a way to fix this? Thanks.
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Can't addeventhandler to Animals?
L.Trale replied to L.Trale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks :) -
Can't addeventhandler to Animals?
L.Trale replied to L.Trale's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Much appreciated. When I do this to a single animal, it works. When I do this to the script, it doesn't spawn animals anymore. Any help?