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Found 3 results

  1. If I run an empty mission and type hint "Hello."; I get a "Hello" in the upper right corner. If I put down a Warlords Init and Base modules and do the same, the hint appears for a mere fraction of a second and dissapears. Can't be read. It seems as if they've put a hint ""; in every tick of the Warlords Init module, which, of course, would make zero sense. Does anyone know why hints appear and immidiately dissapear in the Warlords gamemode? Also, what alternatives to the classic "hint" would you suggest (not titleText)?
  2. How do i make wrecks dissapear after say 1 minute, like in King of the Hill?
  3. 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
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