T

Tiberius

Member

Last active 8 years ago

  1. 8 years ago
    Fri Jun 26 20:44:59 2015

    Thanks Spypder for you help. your mission indeed worked perfectly!
    Thanks allot!

    the next step is to figure out what I did wrong :-). But for now this totally fixes my problem!

  2. Thu Jun 25 21:11:19 2015

    Hello Spyder, that would be great :)
    I'm sure i'm making a dumb mistake somewere.. But I just don't see it.
    If you could upload a version I can see the difference :D

  3. Thu Jun 25 20:10:32 2015

    Hello all, thanks for your help and your advice. However, I still have zero results. Civilians do not spawn with helmets and civilians also do not spawn with the Addaction (I tried to fill script.sqf with all options). I copied what everyone posted in the files... I also tried it with different mod combinations. Last time I just used Alive and CBA. So there is no mod issue.

    I'm clueless about whats going on and why this is not working. Do you guys get it to work with the exact same code?

  4. Mon Jun 22 22:18:26 2015

    Hello Spyder, Thanks for your suggestion. I will give this a try first thing tomorrow!

  5. Wed Jun 17 20:43:30 2015

    Does anyone have any input for this. All help will be greatly appreciated :)

  6. Mon Jun 15 18:11:30 2015

    Thanks again for your help Dixon13.

    It changed it to what you suggested, but it still doesn't work for me... No units spawn with helmets...
    Is it even possible to spawn units with an addAction?

  7. Sun Jun 14 11:19:46 2015

    Hello Everybody,

    Apologies for reopening an old conversation. I'm trying to achieve the same thing as before.
    Spawn Alive civilians with an addaction so I can walk up to them and start a custom conversation.
    I still not managed to achieve this.

    To practice I tried to add custom gear, by following the example as given here :

    However, It didn't work for me... :-(

    This is the code I used:

    description.ext

    class Extended_Init_EventHandlers {
     class Man {
      init = "_this call (compile preprocessFileLineNumbers 'script.sqf')";
     };
    };

    script.sqf

    private "_this";
    _this = _this select 0;
     
    if (side _this == civ) then 
    {
      _this addHeadgear "H_CrewHelmetHeli_B";
    };

    I know this is pretty much the same as Dixon13 and Spencer42 suggested I should do...
    Can any1 give me some advice on how to approach this? I have no time-limit anymore.

    Thanks in advance!

    Cheers
    Tiberius

  8. 9 years ago
    Thu Dec 18 19:54:22 2014

    Hello Spencer42, thanks for your input. Following your steps unfortunately does not lead to any other result. No one has the action other than the units I gave it to manually. Not the civilians that spawn through the civilian placement module, and the other civies placed in the editor (as a test). I don't really have a clue whats going on or what I'm doing wrong. I think I messed something up somewhere.

    But I solved the problem by placing units with the addaction in the editor and run them through a cache script . Might not be as nice as using ALiVE, but it is effective ;). I cant spend any more time on this problem... :=(

    Thanks for your help spencer42 and dixon13.

    greets,

    Tiberius

  9. Thu Dec 18 10:30:31 2014

    Hello Dixon13,

    I appreciate the help, but the civilians still do not spawn with the 'addaction'.

  10. Thu Dec 18 02:03:17 2014

    Hello Dixon13,

    Thanks for your response. Following the steps you gave me in your second post unfortunatly resulted in a error report (every time a unit was trying to spawn) saying:

    "[BIS_fnc_mpexec] function or scripting command 'addactionmp' does not exist".
    That was fixed by changing your line to:
    addActionMP = { _this addAction ["Talk","talk\talk_init.sqf"] };

    however, no civilians had the 'talk' action...

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