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CJoke

friendly fire between blue and green will (de)activate wrong trigger

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I want to make a mission where blue and green faction are friends, but there is a big problem with triggers

easy to reproduce:

1. place a trigger:

Bluefor / Repeatly / Present

ON ACT. {}

ON DEA. {hint "OMG";}

2. place the player, a blue rifleman, into trigger area

3. place some green soldiers into the triggerarea

4. set "Independents are friendly to: Bluefor" (weathersettings)

5. click PREVIEW

6. don't move and shoot down some greens

If the player don't move the bluefor trigger deactivation should never run, but

result is: the Bluefor-Trigger fires up the deactivation-event, the hint "OMG" will be shown on screen. And no error will be displayed.

If there are more triggers on the map then they are all deactivated after this error happen.

Is anyone able to reproduce that? Anyone know a workarround?

C.Joke

edit: Vote here http://feedback.arma3.com/view.php?id=12376

Edited by CJoke

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after much testing, I learned that the gameengine change the player side to sideEnemy while the player shoot down friendly soldiers. In that moment of sidechange the player disapear from the spawn-triggers like he leave the area. the spawn-triggers in my mission don't see the player anymore and delete all enviroment arround the player (enemys, animals, squads, objects, cars, etc.)

this sidechangebehavior should be changed... the whole mission don't work until the player get his original side back.

anyway, my workarround is to monitor and change the player rating, so the player never change side to sideEnemy. If side is sideEnemy then a join or joinSilent doesn't change the side. sideEnemy depends on rating. (rating -2000 = sideEnemy)

player setUnitRank "COLONEL"; // = rating 7500
CountFriendlyDeath=0;
true spawn {
while{(true)} do {
	waitUntil{sleep 0.3;rating player < 7000};
	CountFriendlyDeath=CountFriendlyDeath+1;
	player setUnitRank "COLONEL"; //= rating 7500
	hint ("HEY STOP! friendlyfirecounter: " + str CountFriendlyDeath);
};
};

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