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L.Trale

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Everything posted by L.Trale

  1. 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
  2. L.Trale

    Problem with if then

    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 :)
  3. 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.
  4. 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.
  5. L.Trale

    Player Downed Script

    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?
  6. 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.
  7. L.Trale

    Player Downed Script

    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;
  8. L.Trale

    Player Downed Script

    Works. Really appreciate you helping me out, thanks :)
  9. L.Trale

    Player Downed Script

    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 :)
  10. L.Trale

    Player Downed Script

    Thanks for the reply, but it's not working.
  11. 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
  12. 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.
  13. 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?
  14. Thanks, but it doesn't seem to be working.
  15. 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";
  16. 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
  17. 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.
  18. 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?
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