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The folder and script files need to be under you mission folder, pay attention to the sound files, you need them defined in description.ext (you can copy paste my definitions but mind the folder for sounds in case you decide to rename it).
In principle you don't need anything in init.sqf unless you want to run the script that way or is easier for you from one reason or another. The script can be executed in various ways, but to be simpler for you do it as did it in the demo mission, tbh i don't remember how i've done it but you will see.
Also check out few clips i've put together, might be helpful in general not only for my scripts
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Nope, it doesn't exist, i will remove the link. Thanks for the heads up!
For now the script is updated only on STEAM. I need to find time to do extensive tests on dedicated.
If you have any feedback let me know! Thanks!
Hard to tell what could cause that. Start working with it in vanilla. in a vanilla terrain and if works keep adding the mods you use until you can pin point the issue.
I don't know how well Namalsk has been ported to Arma 3, could be something terrain related.
22:05:17 File mpmissions\__cur_mp.Namalsk\AL_slide\rock_slide.sqf, line 20
22:05:17 Error in expression <)} do
{
_miez setVelocity [_dir_x*_acc,_dir_y*_acc,_alt_jump];
[[_cover],"AL_sl>
22:05:17 Error position: <_dir_y*_acc,_alt_jump];
[[_cover],"AL_sl>
22:05:17 Error Undefined variable in expression: _dir_y
I'm running the script within Exile. It's being called with an earthquake trigger. Any suggestions?
You could use FSMs if you are familiar with the system, tho the simpler way is to use if commands.
Let's say you have
condition_1 - run script_1
condition_2 - run script_2
place something like this in init.sqf or another script you run at the start of the mission:
waituntil {condition_1 or condition_2};
if (condition_1) then {run script_1; waituntil {condition_2}; run script_2);
if (condition_2) then {run script_2; waituntil {condition_1}; run script_1);
Far as i know waitunil runs pretty much on each frame, to avoid that i always slip a sleep in a waituntil loop depending how often i want to check for the condition or whatever like this
waituntil {sleep 1; condition_whatever};