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About Cigs4

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  1. 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!
  2. Apologies for the delay. This is the classname: "Land_PipeFence_03_m_gate_r_F" Thanks!
  3. 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.
  4. 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! 👍
  5. 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.
  6. Many thanks to both of you for your help. Larrow, actually after doing what you suggested, I saw that the mortar returned nil for ammo. I never suspected it might be out of ammo, in fact I believed it had infinite ammo. One more thing learned. Thanks again, gentlemen.
  7. Hello! I'm stuck for a few days on this. The idea would be that, as soon as a trigger is activated, a mortar will start shooting at the players. 0 = []spawn { while {alive gun_1G} do { sleep 15; _ammo = getArtilleryAmmo [gun_1] select 0; _tgt = player getRelPos [50,30]; [gun_1,[_tgt,_ammo,1]] remoteExecCall ["doArtilleryFire"];}; }; The code is in a trigger with Activation BLUEFOR, DETECTED BY OPFOR. It's a dedicated MP environment. The trigger works, but gives this error: "Error Undefined variable in expression: _ammo". I don't know how to fix this, I searched and didn't find a solution. Would anyone know how to help me, please?? Thanks in advance.
  8. Thanks for the prompt reply, gc8. I found that the problem is related to a mod and not the game or something I did wrong. The cTab mod follows the order of connection on the server and not the order of the slots, so they all appear with the wrong number when you follow the movement through cTab. I'll have to figure out how to fix this in cTab, if that's possible. Thanks again!
  9. Hello, I hope you guys can help me, please. I created a group with BIS_fnc_dynamicGroups. It works, but I wanted to go one step further. Each member of my group has a number, so I would like the members to be in numerical order in the group, regardless of the order they enter the server. The question is whether it would be possible to do this. Any help would be greatly appreciated. Thanks!
  10. Cigs4

    enableSimulationGlobal on Ded-server

    Hello! I'm no expert, but I think it's easier if you do it via script, creating and deleting mines accordingly.
  11. Cigs4

    "side" problem

    Thanks a lot, guys! Much appreciated. 👍
  12. Hello, guys! Could someone please tell me what is wrong with this script? It doesn't work and I have no idea what could be wrong. It's a script to be used on a dedicated server, I'm running it via initServer. Any help will be greatly appreciated. Thanks. sleep 5; if (side _x == WEST) then { { removeVest _x; removeBackpack _x; removeHeadgear _x; _x addVest "rhs_6sh92"; _x addHeadgear "rhsgref_helmet_pasgt_erdl"; _x unlinkItem "ItemRadio"; _x Skill 0.65; }forEach allUnits; };
  13. Thanks a lot for the help, guys! I could never do this alone, for sure. Living and learning... that's my thruth in Arma. Thanks again!
  14. Hello! I'm trying to make a script that adds an intel item to the AI enemies loadout, randomly. It would be several different intel items in different AI's, both randomly. I did something like this, but it didn't work. I am very grateful for any help. I'm a noob in scripting, unfortunately. Thanks. private ["_intelItems"]; _intelItems = ["Item_MobilePhone","Item_SmartPhone","Item_FlashDisk","Item_PropCamera_lxWS","Item_SecretDocuments","Item_FileTopSecret","Item_SecretFiles","Item_Files","Item_Laptop_Unfolded","Item_Laptop_closed","Item_ItemMap","Item_SmartPhone","Item_NetworkStructure","Item_Wallet_traitor"]; if (side _x == EAST) then { _x select (random (count _x)) additem (_intelItems call BIS_fnc_selectRandom); }forEach allUnits;