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    • you will add even the camofaces? (the cherry on top would be a night tiger pattern)
    • To troubleshoot, ensure file paths are correct, sound files are in the correct format, and sound settings are properly configured within the game engine.
    • I completely forgot that was a thing in addAction and might be easier if you don't use CBA3, or don't want to rely on it.     I've notice "this" works for init boxes within the editor, while "_this" works for pretty much everything else. I imagine there's a technical reason for it relating to passing parameters, but I'm not a software developer or computer programmer. 🤷‍♂️ Perhaps someone more knowledgeable than me can answer that.
    • Made quite a  bit of progress over the last few days. Can kill, package, repair, and respawn all 5 blackhawks over and over now. I have two things though that I could still use help with.

      1. When blackhawk x is respawned,  the EH is applied to all the BHs again. So x blackhawk will have 1 option to package when it is killed, but y blackhawk could have 2, 3, 4 or 5 depending on how many bhs where killed and repaired before y went down. If that makes sense?  (EDITED: Fixed this but not sure if its best way, code updated)   2. Still cant figure out how write this up as a trigger script, if its even possible. Maybe instead of trying to write up the whole trigger like before  in quotation's, I make a trigger in game and in the onActivation I put [] exec VM "somefilename.sqf" would work better? 

      bhTest.sqf       Trigger Condition: 
        _bhVarArray = ["blackHawk1", "blackHawk2", "blackHawk3", "blackHawk4", "blackHawk5"]; thisList findIf {vehicleVarName _x in _bhVarArray && _x inArea thisTrigger} >= 0; onActivation:
        _container = (thisList select 0); _vehWreckName = vehicleVarName _container; _vehNum = _vehWreckName splitString "blackHawk" select 0; deleteVehicle (thisList select 0); switch (_vehNum) do { case "1": { _newbh = createVehicle ["RHS_UH60M", bh1Pad, [], 0]; _newbh setVehicleVarName format ["%1", _vehWreckName]; missionNamespace setVariable [format["%1", _vehWreckName], _newbh, true]; }; case "2": { _newbh = createVehicle ["RHS_UH60M", bh2Pad, [], 0]; _newbh setVehicleVarName format ["%1", _vehWreckName]; missionNamespace setVariable [format["%1", _vehWreckName], _newbh, true]; }; case "3": { _newbh = createVehicle ["RHS_UH60M", bh3Pad, [], 0]; _newbh setVehicleVarName format ["%1", _vehWreckName]; missionNamespace setVariable [format["%1", _vehWreckName], _newbh, true]; }; case "4": { _newbh = createVehicle ["RHS_UH60M", bh4Pad, [], 0]; _newbh setVehicleVarName format ["%1", _vehWreckName]; missionNamespace setVariable [format["%1", _vehWreckName], _newbh, true]; }; case "5": { _newbh = createVehicle ["RHS_UH60M", bh5Pad, [], 0]; _newbh setVehicleVarName format ["%1", _vehWreckName]; missionNamespace setVariable [format["%1", _vehWreckName], _newbh, true]; }; }; call compile preprocessFileLineNumbers "eventHandlers\bhTest.sqf";  
    • People ware reporting a bug in the 2nd mission, so I released an update.   Changelog: Mission Sleepless Night: The attack waves shouldn't get stuck anymore. Also, the enemies aren't crawling now, so the mission is more fast and fluent. Mission Hidden and Dangerous part 1: The player's team now disembarks from V3S, even when he's sitting at the passenger (non-shooting) position. The last cutscene was replaced with a new one called American Onslaught. The original cutscene now plays at the end of mission Rude Awakening. More smaller changes/fixes/improvements.   Believe it, or not, I'm still working on new missions for this.
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