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mistaparadox

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About mistaparadox

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  1. Living example, right here. Come on in and join, I promise you'll either learn something or at least laugh!
  2. mistaparadox

    Adding Weapons to a Group on Trigger

    Hey guys, thanks for the help. It was the syntax error that Shuko and Iceman77 pointed out. Probably would've been a much better idea to code in vanilla, yeah, but sorry I didn't do that. For sure will happen next time. Thanks everyone!
  3. mistaparadox

    Adding Weapons to a Group on Trigger

    Still doesn't work. I know in a normal unit init line, I can put _this addWeapon "caf_ak47"; _this addMagazines ["CAF_30Rnd_762x39_AK", 3]; and nothing will go wrong. Am I going around this the wrong way attempting to use forEach?
  4. mistaparadox

    Adding Weapons to a Group on Trigger

    Alright, I changed it to global, yet in the trigger the code I placed there (the code your comment references), something doesn't work there. I put a hintSilent after the ending of the Trigger to make sure it works, but the hint never pops up, so I'm assuming something goes wrong in this code: //and then in your new trigger onAct field { _x addWeapon "caf_ak47"; _x addMagazines ["CAF_30Rnd_762x39_AK", 3]; } forEach units group glb_civnorth; EDIT: I figured I should add a little background. These are Civ units that I assigned to OPFOR so that they will kill BLUFOR. I'm trying to arm them with AK-47's so they actually can deal damage rather than just stand there and look stupid.
  5. Hello, I'm having trouble adding weapons and magazines to a group of units that are spawning in on a trigger. The units spawn in on Radio Alpha Activation, and it executes this script: _civnorth = [getMarkerPos "CivNorth", EAST, ["C_man_w_worker_F", "C_man_w_worker_F", "C_man_w_worker_F", "C_man_w_worker_F", "C_man_w_worker_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _civnorth addWaypoint [getMarkerPos "CNwp1", 0]; What I tried was putting a trigger (activated upon OPFOR entering) where they spawned and running this script: { _x addWeapon "caf_ak47"; _x addMagazines ["CAF_30Rnd_762x39_AK", 3]; } forEach units group _civnorth; They spawn in alright on the first trigger, activate the second trigger okay, but they don't get armed, they just start moving to their waypoint. Any ideas on how I can arm them? Thanks, -MistaParadox
  6. mistaparadox

    Development Blog & Reveals

    It's finally released on Steam! 1.1 GB download happening now.
  7. mistaparadox

    Task Force Arrowhead Radio

    Testing out the new plugin, so far it's working great, just one thing. When a player dies, their radio is on the ground inside their body and should be heard by everyone around them, but it's not. You actually have to drag the radio off of their body and put it on the ground for it to be heard on the ground. I'm not sure if it's possible to fix, but it would be cool to hear radio transmissions coming from the dead body the same as if it were on the ground. Great mod, though, love it!
  8. Hey guys, I'm a pretty new scripter here, so I've just been testing out experimental things, learning what I can. With this specific situation, I'm able to bind an animation to the Tab key, but when they press it, all that happens is the animation plays for a split second, then they go back to normal. What I want to happen is for them to be able to click Tab, have them stay in the animation until they want to click Tab again to go back to normal. I have all the files on hand if you'd like to see them. Thank you very much, -MistaParadox
  9. mistaparadox

    Confusion about addAction

    Hmm... I tried this along with using "addMPEventHandler" and "MPRespawn" but still it didn't work. When they die, they don't have the Remove Fatigue in the action menu, and I'm quite confused. I've literally copied the code exactly and put it in my init.sqf and still nothing.
  10. mistaparadox

    Confusion about addAction

    That worked fine, but when people die, they don't have the option to remove fatigue anymore. Do I need some sort of MP Respawning event or what?
  11. Hey guys, I recently tried to add my own addAction menu linking to my own custom script I made. In my init.sqf I placed this: player addAction ['<t color="#41A317">' + "Remove Fatigue" + '</t>', "scripts\Loadout\Fatigue.sqf"]; It works for the first player who joins the server, but any others after him do not have the option in the action menu to choose the script. Any ideas?
  12. mistaparadox

    MPRespawn without script

    Thanks guys, it ended up working out by modifying the init.sqf
  13. Greetings, New mission editor here, only experience with the Arma 3 scripting isn't even scripting, it's messing with initialization lines and whatnot in the editor. I'm wondering if there's a way that I can use the "MPRespawn EH" in conjunction with the "addMPEventHandler" in the initialization line of a player or trigger or something of the sort rather than creating a script. Basically, what I'm doing is putting "this enableFatigue false;" in the unit init line to disable fatigue, but on respawn the unit is affected by fatigue again. I've read a few forum topics on here specifically about keeping init's on respawn, but they all involve already set-up scripts (which I, once again, have no experience with). I'd like to keep it in-game if it's possible, but if this is only resolved by actually scripting, then my followup question would be more information on the scripting process to make this happen. Thanks, MistaParadox
  14. Anyone got any advice? It's still happening and very frustrating that I have nothing to do about it.
  15. Not sure what you mean by that. I'm looking at the Ease of Access Center now and went to "Make the keyboard easier to use" section, and all I have checked is the "Turn on Toggle Keys by holding down the NUM LOCK key for 5 seconds" and nothing else.
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