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Showing results for tags 'unlock'.
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Hello everyone, My problem that I want to unlock a gate door only if player has specific item. I use a Trigger for that: Activation for AllPlayer, present. In the condition line I put this: (Player need to have the Ace Cellphone to open gates). "ACE_Cellphone" in items player; In the On Activation line : house1_1 setVariable ['bis_disabled_Door_1',0,true]; house1 setVariable ['bis_disabled_Door_1',0,true]; house1 and house1_1 are 2 concrete wall gates. In my init.sqf file, I put this: house1 setVariable ['bis_disabled_Door_1',1,true]; house1_1 setVariable ['bis_disabled_Door_1',1,true]; There a no problem, It's works fine! My problem is how can the doors stay locked if the player loses or puts down the phone? I try this In a new trigger, but it don't work, !("ACE_Cellphone" in items player;); Somebody can help me??? ;)
I've searched and haven't found anything on Google. So I apologize if there's something out there. I am creating a campaign on stratis where one task is to capture the air base. After it's captured, I'd like the campaign to automatically load the base up the way I set. So it becomes a friendly base. I would like the same thing to happen when I capture other camps and bases. How can I do this?
I'm Level 5. I've unlocked Assault Rifles I (1pt) Sights I (1pt) Suppressors I (2pt) =4pts. I have 1pt to spend now. I'd like to buy Sights II, but it is not available to unlock. The path seems to show that I can just go down the tree from the attachments. What am I doing wrong. The only things showing that I can unlock next are Machine Guns I (2pts), Smoke Grenades (1pt), Assault Rifles II (2pts) and Vests I (6pts). Why can't I unlock Sights II, it is the next in the path and I've unlocked both Sights and Suppressors in Tier I? What must I unlock in order to unlock Sights II? Thanks.