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Found 4 results

  1. Hey, I'm working on a horror mission with puzzles. The trouble has to do with some scripts due to my knowledge. I have one trigger playing a sound. The sound is 21 seconds long. Once the sound trigger has been activated, the player has to go and activate another trigger within those 21 seconds. The second trigger should be activated only when the sound is being played. I'm asking for a solution for the condition field of the second trigger. I'm thinking of something like: this && while {true} do (or something like this) Puzzle idea from Amnesia: The Dark Descent. Link to video: https://youtu.be/dLTcEDjR4VY?t=408 Highly appreciate your help, and thanks in advance! :)
  2. Okay. Hey peoples, one of my first threads here pleading for Help!!! I have been working on a CQB, VR Map for quite a long time now using VR blocks only. Now, I have different rooms from the start to finish that increase in difficulty and each stage is marked by colored arrows that point the direction of the finish area. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So what I have done is I have used large amounts of 1x1x1 VR Blocks, to build walls, towers, roofs, balconies, cover etc. My idea was to have previously cleared stages blocked off by different shaped walls of VR blocks, once the player hit the next stage's trigger that is. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My go-to solution for this was to make a wall of blocks that separates stages 1 and 2 or Blue and Light Blue, Then set all the VR blocks conditions to false so that they would not be there on mission start and then create a trigger out of sight around a corner or something so as the player enters the trigger some magic VR wall appears in the previous stage so that the player can't go back to mission start and basically Re-Kit themselves with anything they want, before going back to finish off stages. I Just don't no how to tell the trigger to make the conditions of the sync'd VR blocks back to true once the trigger owner steps into the trigger. I really appreciate any help i get, Steam Name: Warlord I've been searching forums to no avail. I have thousands of hours of editor experience and not much to show for it so any other tips or anything will be incredibly helpful thank you so much everyone!! I have images of the Map but i can't post them here :(
  3. Hi, is there any way to trigger 'setCaptive true' only if certain conditions are met? Basically I want it to trigger it 'True' ONLY if the player is disguised as a CSAT helicopter pilot, wearing: I have been reading methods via this post but any further help would be welcome. Thanks!
  4. Hello forum users. I have written a script to animate the hummingbird based on crew members and everything works fine. One thing I fret very badly about is performance. I'm just not sure if it would be best to use something like bis_fnc_loop instead. { if((typeOf _x) == "B_Heli_Light_01_F") then { while{true} do { if((count (crew _x)) >= 2) then { if(isTouchingGround _x) then { _x animateSource["BenchR_Up",0]; _x animateSource["BenchL_Up",0]; }; }; if((count (crew _x)) <= 2) then { if(!(isTouchingGround _x)) then { _x animateSource["BenchR_Up",1]; _x animateSource["BenchL_Up",1]; }; }; }; }; } forEach vehicles;
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