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So the deal is you guys can suggest missions or game modes you would want to play with Iron Front in Arma 3. The suggestions will continuously be added to a poll in here for people to vote on to express what they want to see most. Based on received permissions, most votes, and feasibility we will port then things one by one. :) Notes: Please provide a link to the release thread (to avoid confusion and make it easier to track the right one down). Preferably it should be A3 missions, as porting from A1/A2/OA can be quite complex and a lot of effort. Preferably it should be easy to port to new terrains. No dependencies to other mods (except for other community made terrains are OK) Not a plain mission just with WW2 equipment instead - strongly preferred are generic or dynamic systems.
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New Scripter, Trivial Question!
Rhys Priestland posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello there, I'm making a control tower that can control multiple border gates for an upcoming server. Relatively new to scripting, and only know the abseoulte basics. All have to start somewhere. So the set up is, I have an addiction to open the script file on the Init of a object. Firstly how would I remove that add action after it has executed the script file Next part, the script so far (pls dont comment on my newbness :) _target = _this select 0; _caller = _this select 1; _actionId = _this select 2; //North Gate 1 _caller addAction ["Open North Gate 1", {NG_1 animate ["Door_1_rot", 1]}]; _caller removeAction _actionId; _caller addAction ["Close North Gate 1", {NG_1 animate ["Door_1_rot", 0]}]; _caller removeAction _actionId; So what this displays is only the second addaction, Close northgate 1, which is not what I would want to do. Ideally I would like to the person to only see the Close North Gate Addaction after executing the open northgate Addaction and for the Open Northgate addaction to be removed?. Im unsure how to write this using the SQF syntax, and have been scratching my head for the last 2 hours. Also after executing Close Northgate I would like them to see the Open northgate again. How would I go about doing this? Thanks for any help you give me! Regardless of the type of help, all help will be greatly appreciated Best Regards Rhys Priestland -
It worked yesterday and now all by a sudden none of the if:s work anymore... It was part of another script and I tried move it around and even putting it in a solo script and still doesn't work. Can anyone help me out? _target = _this select 0; _caller = _this select 1; _lie = "willLie"; if(side _caller == west) then{ _caller sideChat "Hello sir. Have you seen anything suspicious today?"; sleep 1; if(_lie == "willLie") then{ _target switchMove "HudBriefing_think"; sleep 1; _say = ["civNo1","civNo2","civNo3"] call BIS_fnc_selectRandom; _target directSay _say; sleep 2; _caller sideChat "Ok, have a nice day then." sleep 1; } else { _say = ["civYes1","civYes2","civYes3"] call BIS_fnc_selectRandom; _target directSay _say; _target switchMove "HudBriefing_pointLeft"; _mark setMarkerAlpha 1; hint "A civilian has tipped the hunted off.\nMap Updated..."; sleep 1; }; }; _lie is set from another script and work as it should.