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Ford555

triggers repeat doesnt works with execVM in onActivation

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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!

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Keep in mind that for the trigger to activate again (repeat), it has to deactivate first ( no bluefor present ).

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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 ¿?¿?

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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

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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

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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.

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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 by Ford555

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