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Found 7 results

  1. Hey guys, I’m developing a mission where I’m utilizing some scripts and mods and I can’t get everything to work correctly. -I’ve scripted the SUV for UnitCapture and everything works fine, except the engine turns off 30 seconds into the mission, is there a way to keep cycling EnginOn? I can’t use other methods for the SUV due to the scenario and dependent scripts. -After a short firefight, my independents are supposed to “break contact” and get into the vehicle to leave. I’m trying to avoid radio activation, but if that is the only method of utilizing a trigger to get AI to mount a vehicle under fire I can do that. I’ve used HLF_fnc_InfUnitcapture on all AI, and they go through the animation of getting in the vehicle but when the vehicle leaves they are lagging behind, glitched and bouncing back and forth on top of the SUV. -The last issue I’m facing is that with HLF_InfUnitCapture, weapon elevation is not recorded/played back, so my super elite team of ninjas shoot at the wall when there is an AI enemy standing on the roof of the building. Is there any way to make it so when the AI receives incoming fire they die, or a function where a delayed trigger instant kills them? (Think “if BLUFOR presence = true then instakill baddies” type solution if we can steer that way.) my overall mission is a PMC security detail being ambushed at a building right when they drive up, and they have to return fire and then get back into their SUV to leave. Simple mission, complex scripts lol. Any help or suggestions are appreciated!
  2. I'm using unit capture to record a helicopter flight and firing data to destroy an APC but for some reason, the firing data doesn't work even tho I get firing data after recording.
  3. Hey all, Does anyone know if it is possible to record custom animations with UnitCapture? I would like to capture the Alternative Running Animation as an example. Any help would be greatly appreciated.
  4. Everything works with unitCapture but not with weapons. When I copy the weapon fire data the output is always [] but movement works just fine. What did I do wrong? My scripts: _Player1move = ; Player1dothings = [player1, _Player1move] spawn BIS_fnc_UnitPlay; [player1] spawn BIS_fnc_UnitPlayFiring; Trigger script: [player1, 600, 60, true, 10] spawn BIS_fnc_UnitCapture; Thanks for any help
  5. Well, first i had issues getting the unitcapture to record the data and now its not re playing it, it shows an error of an unknown variable but there is nothing in that spot. Error in-game: https://gyazo.com/0f2145c636d11937df87796a51385890 Script in file: https://gyazo.com/1aefd8d4c3caf51e639e30197bd0ff33 Any help would be greatly appreciated! EDIT: I launched without mods and now it doest even show the black box in the top right that signals im recording
  6. So, im making a mission in which 2 helicopters land on a certain spot but they do so using the following functions: rec = [unitname,180] spawn BIS_fnc_UnitCapture; rec = [] spawn path1; But after the helicopters land and end the recording the immediatly take off, no time for the units inside to get out of it, so i was wondering if there was a way to make helicopters stay landed or if i needed to end the animation just a Little bit close to the ground and then issue an "Unload Vehicle" order. Thanks guys!
  7. Hi folks I have two unitPlay scripts in my mission, and currently make them work separately using radio triggers. Radio Alpha for heli1, Radio Bravo for heli2 etc. Each trigger has this in the init: Radio Alpha: nul = [] execVM "heli1.sqf" Radio Bravo: nul = [] execVM "heli2.sqf" I would like to call both heli scripts using just one trigger. I tried this in the init of a trigger, but it didn't really work: nul = [] execVM "heli1.sqf"; nul = [] execVM "heli2.sqf"; ... it only triggered one of the scripts. Is there an easy way to do this? I find unitCapture / unitPlay to be a bit quirky sometimes, so though there might be a known technique here. Do I need to write in a short delay between the two? Cheers RM
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