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Cigs4

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About Cigs4

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  1. Thanks a LOT, pierremgi !! this player thing is always tricky for me.
  2. Hello gentlemen, I hope you are having a good day. I have a simple piece of code that I can't get to work on a dedicated server. Could you please point out to me what's wrong? { while {true} do { if ( vehicle player == truk1 OR currentWeapon player == "" ) then { {_x setCaptive true} forEach units (group player) } else { {_x setCaptive false} forEach units (group player); break; }; }; sleep 3; }; As you can see, the idea is that, if a player is inside the vehicle or with the weapon on his back, he is in captive condition, if he decides to use the weapon, the loop breaks and he is no longer captive. That would be it. In fact, it works in the eden editor but not in the dedicated server. I'm running it via trigger, by the way. I don't have much knowledge of scripting, so that's why I'm asking for your help. Thank you very much in advance.
  3. cidkiron, that information is gold! Thanks a lot!
  4. Thanks a LOT, Rouglee! It was exactly what I was looking for. Sorry for the delay in answer, I had even given up, but now I'm going to bring hell on some missions. 😁 Take care!
  5. Hello! I'm having difficulty using the mod AirFell's Keypad. There isn't much explanation on how to do things, but I believe it's very basic for those who have knowledge, which isn't my case. Anyway, what I would like to do is that when I type the code 3x wrong on the keypad, it runs a script. In init you can choose the code, like this: if (IsServer) then {code = "123321";publicVariable 'code';}; And if you have a trigger condition: (code = OutputText), it gives it as the correct code and executes it. Everything OK so far, but I want to execute this trigger when the code is entered 3 times wrong. I don't know if I managed to explain it correctly, but this is the mod: http:// https://steamcommunity.com/sharedfiles/filedetails/?id=384197619&searchtext=AirFell's+Keypad If anyone could help me, I would greatly appreciate it. Thanks!
  6. Thank you guys! I got help from Charlie at SML Scripting & Moding and Prisoner and LeonZ at Arma 3 Scripting & Goodies. Prisoner is the author of the script I'm going to share here, in case anyone else needs something similar. 0 = []spawn { private _civs = units civilian; private _newPos = getPosATL newpos; { private _unit = _x; private _oldPosition = getPosATL _unit; _unit setVariable ["TAG_oldPosition",_oldPosition]; _unit forceWalk true; _unit commandMove _newPos; } forEach _civs; sleep 20; { private _unit = _x; private _orginalPosition = _unit getVariable "TAG_oldPosition"; _unit forceWalk true; _unit commandMove _orginalPosition; } forEach _civs; }; Thanks again! This community is awesome. Cheers!
  7. Thanks, JCataclisma. I'll try that.
  8. Hello, I need help please. I'm trying to move some civilians from their positions to the same location and then return them to their original positions. They are all in different positions at the start. I know how to make them go to the first position, but I have no idea how to get them back to their original position. It's for a dedicated server. Any help would be greatly appreciated.
  9. Thank you very much, gentlemen. As always, your help is invaluable. I did exactly that, I chose a small object, I placed it exactly in the lock of the gate (inside it, so it's out of sight), I used the bis_fnc_attachToRelative, to keep it in place and voilá, action available. Thanks again!
  10. Apologies for the delay. This is the classname: "Land_PipeFence_03_m_gate_r_F" Thanks!
  11. Hello Arma gurus! I have a question regarding ACE. I would like to put an action on a gate via eden editor. This action should appear in the ace interaction exactly where the lock on the gate is. For some reason unknown to me, the interaction appears in the center of the gate and not in the lock. Here's the code I'm using: _action = ["actlock","Lockpick","",{Vrbpick = TRUE; publicVariable "Vrbpick"},{true},{},[], "door_handle_1", 5] call ace_interact_menu_fnc_createAction; [gate1, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject; Any help I would really apreciatte.
  12. Thank you very much, Harzach! But I was wondering if it's possible to use any code to remove the action, the issue is not about locking the door. The code above does it, but remove the action from all doors in the building. Thanks again! 👍
  13. Sorry to bring this old post back, but I would like to know if it is possible to use what pierremgi posted above in a house with several doors, but removing the command for only one of those doors. Thanks a lot.
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