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Rook Mk1

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About Rook Mk1

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    Sergeant

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    Male
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    Scotland

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    AKA Lolguythehero

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  1. Make a daring escape down a Norwegian mountain by car or bike before your flight leaves! Mods Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1282716647 Mods Recommended (But playable without): https://steamcommunity.com/sharedfiles/filedetails/?id=1640399582 https://steamcommunity.com/sharedfiles/filedetails/?id=1715110132 Known issues: Music will pause randomly for a couple of seconds when pausing or saving. Audio pops occasionally between loops (arma doesn’t handle music the best) The player bobbing around randomly can make it harder to select a car. Thanks: Health Regen Script: Unknown BI Forums member (Let me know who is the og author!) Timer Script: cobra4v320 Autoflip Script: DaVidoSS Music: Sweaty Little Sow - Saki Kaskas Download - Steam Workshop
  2. I'm making a custom campaign, and whenever I try adding a new mission it just refuses to acknowledge that I added a new one. I made a class with the template name exactly the same as the one in the campaign's mission folder but it stops at the previous mission. In the past I could just duplicate the campaign folder and it would work, but in this case it's just refusing to show. //Campaign Description.ext class Chapter1 : NoEndings { firstMission = Mission1; endDefault = ; // other endings are defined by inheritance from NoEndings class Mission1 : MissionDefault { end1 = Mission2; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings end2 = Mission2; end3 = Mission2; end4 = Mission2; end5 = Mission2; end6 = Mission2; endDefault = Mission2; template = BW_takiBase.takistan; }; class Mission2 : MissionDefault { end1 = Mission2a; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings end2 = Mission2a; end3 = Mission2a; end4 = Mission2a; end5 = Mission2a; end6 = Mission2a; endDefault = Mission2a; template = BWCAMP02.takistan; }; class Mission2a : MissionDefault { end1 = Mission3; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings endDefault = Mission3; template = BW_RoadAttack.takistan; }; class Mission3 : MissionDefault { end1 = Mission4; end2 = Mission4; end3 = Mission4; end4 = Mission4; end5 = Mission4; end6 = Mission4; endDefault = Mission5; template = BW_Search.takistan; }; class Mission4 : MissionDefault { end1 = Mission5; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings end2 = Mission5; end3 = Mission5; end4 = Mission5; end5 = Mission5; end6 = Mission5; endDefault = Mission5; template = BW_NightRaid.takistan; }; class Mission5 : MissionDefault { end1 = Mission6; end2 = Mission6; end3 = Mission6; end4 = Mission6; end5 = Mission6; end6 = Mission6; endDefault = Mission6; template = BW_Battle.takistan; }; class Mission6 : MissionDefault { template = BW_rubble.takistan; }; }; Stops after mission 6
  3. So say if I spawned an opfor unit, and only wanted to make a script activate if they had a certain name followed by any number. Say badman_1 or badman_25 etc. How would I check for that? I tried things like if (vehicleVarName _this == "badman_%1") then {code} but it hasn't worked.
  4. Rook Mk1

    Return Damage ACE 3

    @stanhope Yeah I got that suggested on r/armadev and managed to get it working, thanks anyway.
  5. Hi I have a condition that needs to be returned true once a unit has been patched up in ace. Any idea how to do it? Thanks.
  6. @panther42 Yeah I saw that. I guess I'll just have find a way to apply it. Thanks.
  7. Nah just for individual units. See the spanner above his name? Just the ability to change a unit's icon to anything without changing the unit's config.
  8. Is there a way via scripting to change what icon is displayed in the unit box in the command bar manually? e.g. like a little grenade symbol for grenadiers or triangle for engineers, etc. Right now I have some custom loadouts and its bugging me that I can't tell what role they are supposed to be when commanding them.
  9. Oh god, getting my regional spelling mixed in. Thanks for catching that.
  10. Basically I need a colour variable to be passed through to a subtitle header. //Select HEX colour from given string private _colourHTML = switch (toUpper _colour) do { case "SIDE": {"#00ccff"}; case "GLOBAL": {"#d7d7d9"}; case "VEHICLE": {"#fbd40b"}; case "COMMAND": {"#e5e760"}; case "GROUP": {"#beee7e"}; case "DIRECT": {"#fffffb"}; case "CUSTOM": {"#ec5a29"}; case "SYSTEM": {"#8a8a88"}; case "BLUFOR": {([WEST,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "OPFOR": {([EAST,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "GUER": {([INDEPENDENT,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "CIV": {([CIVILIAN,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; }; // Show subtitle _text = parseText format [ if (_from == "") then { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'>%2</t>" } else { if (_from == "#sfx") then { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'>*%2*</t>" } else { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'><t color='%4'>%1:<t color='#ffffff'><br />%2</t>" } }, toupper _from, _text, (safezoneH * 0.65) max 1, _colorHTML ]; I just get Error Undefined variable in expression: _colorHTML It works if I put something like _colorHTML = "#00ccff"; before the subtitles part though. Any idea why?
  11. Rook Mk1

    waitUntil alternatives

    @Dedmen Yeah I realise that it works now, it was a problem with the script. I was just under the impression that including anything other than true or false into a waituntil condition didn't work after update v1.93.145618
  12. Since waitUntil no longer does anything outside Booleans, what are some other good ways to wait in a script until a certain condition is activated? while do works for certain things but it's not 100% reliable. for instance originally you would have waitUntil {speed _object < 20}; so i would try something like: while {speed _object > 19} do {sleep 0.1}; But it was returning errors.
  13. if ("hgun_P07_F" in (WeaponCargo ammobox)) then Success! Thanks!
  14. I tried if ("hgun_P07_F" in (items _box)) then {hint "true" } else {hint "false"}; always returns false.
  15. Is it possible to check if an item is in a container? e.g. if (hgun_P07_F in _box) then I've tried a few different things but none seem to work.
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