Ford555 1 Posted June 23, 2014 Hello im sorry about my english., i read a lot in internet and forums and i cant understand I have some triggers with for example trigger1: activate:blufor and repeatdly and present. init: this onAct: z1 = [] execVM "example.sqf"; onDeact: terminate z1 trigger2: activate:blufor and repeatdly and present. init: this onAct: z2 = [] execVM "example.sqf"; onDeact: terminate z2 example.sqf is an script who create 20 men every 1 seconds. If i run with my soldier and activate trigger1 it works (20 men), then i run to trigger2 (separated from the other) and it works (20 more men) but if i return to the first trigger then it does not works. What i am doing bad? whats the solution? thank you! Share this post Link to post Share on other sites
Tajin 349 Posted June 23, 2014 Keep in mind that for the trigger to activate again (repeat), it has to deactivate first ( no bluefor present ). Share this post Link to post Share on other sites
Ford555 1 Posted June 23, 2014 thanks for the answer. I am sure trigger1 is deactivate because when i go out of trigger1 in deact i put hint "i am leaving" and it shown in screen, then i go to trigger 2, everything is all right, but when i return to trigger1 then it is not activate again. Maybe because script called with execVM is not stopped ¿?¿? Share this post Link to post Share on other sites
Ford555 1 Posted June 24, 2014 maybe its not a good idea call same script from different triggers, what do you think? ---------- Post added at 16:03 ---------- Previous post was at 15:18 ---------- maybe its not a good idea call same script from different triggers, what do you think? more data, from example.sqf i call execFSM archive too Share this post Link to post Share on other sites
Ford555 1 Posted June 25, 2014 maybe its not a good idea call same script from different triggers, what do you think?---------- Post added at 16:03 ---------- Previous post was at 15:18 ---------- more data, from example.sqf i call execFSM archive too ok i realise one thing: its a limit of maximum men on map. trigger works repeatdly, but when man created are around 100, then it finish!!!. Someone knows maximum number of ias in arma3¿?¿? . when men dies, i deleteVehicle --> man but it doesnt reset the counter. anybody knows how to reset the counter¿?¿? thanks Share this post Link to post Share on other sites
SavageCDN 231 Posted June 25, 2014 There is a limit of 144 groups.. and if you spawn individual soldiers each one is it's own group... I bet you are hitting that 144 limit. Share this post Link to post Share on other sites
Ford555 1 Posted June 25, 2014 (edited) There is a limit of 144 groups.. and if you spawn individual soldiers each one is it's own group... I bet you are hitting that 144 limit. thanks for the answer. for sure i am hitting 144 groups and that is the problem. i do this: .......... if(T_Server) then { _amount = 30; class = "O_Soldier_F"; for "_x" from 1 to _amount do { _triggerpos=[getPos player select 0,getPos player select 1,0]; _dummyGroupEast = createGroup east; _zombie = _dummyGroupEast createUnit [_class, _triggerpos, [], 10, "NONE"]; [_zombie] joinSilent _dummyGroupEast; deleteGroup _dummyGroupEast; null = [0, _zombie] execFSM "Zombielanas.fsm"; }; }; in Zombielanas.fsm when a zombie die i do: deleteVehicle _zombie; how i can do for delete groups created? thanks in advance! edited: or better can i add all zombies to the group of a unit? i.e. _dummyGroupEast = group e1; e1 = unit name from a east soldier ---------- Post added at 22:14 ---------- Previous post was at 21:25 ---------- ok it works! or better can i add all zombies to the group of a unit? i.e. _dummyGroupEast = group e1; e1 = unit name from a east soldier that solved my issue. thanks! Edited June 25, 2014 by Ford555 Share this post Link to post Share on other sites