tazmania720 16 Posted November 26, 2016 I am looking to make a mission that spans over a "few days." The idea is when we get to, or complete, a certain objective, a trigger will be activated and time will fast-forward to a different time/date. That part I think I can figure out. Here is where I don't know. When the new day starts, the idea is for more objects, like a new FOB, will spawn in during the faded out black screen. Now, I'm sure we will have to basically make multiple missions just to get the placements figured out, but the scripting is where I am not sure of. Any guides or help with this will be great. Thanks! Share this post Link to post Share on other sites
R3vo 2654 Posted November 26, 2016 You could also preplace the new objectives etc. and hide them by defaut. Then, on time change, unhide them hideObject, hideObjectGlobal https://community.bistudio.com/wiki/hideObject Share this post Link to post Share on other sites
tazmania720 16 Posted November 27, 2016 appreciate the knowledge! I will have to try that. Share this post Link to post Share on other sites
tazmania720 16 Posted November 27, 2016 OK, so this is what I have so far: Script is executed by the trigger when the last OPFOR is killed in the trigger area. There will be a lot more, to include vehicles, after I get this part done. ~0.5 titleCut ["","BLACK OUT", 3]; //fade out ~3 deleteVehicle b1; //delete OPFOR AI Alpha2 setPos [8035.801, 10813.646, 0]; Alpha2 setDir 255.511; Alpha2 setBehaviour "CARELESS"; //Seeing if I can force a stanse after relocating Alpha1 setPosATL [8033.73,10815.6,0.00146484]; Alpha1 setDir 183.734; Alpha1 setBehaviour "CARELESS"; ////Seeing if I can force a stanse after relocating. Doesn't change for player. ~6 setDate [2016, 6, 3, 6, 0]; //year, month, day, hour, minute Fast-forward 3 days Helo1 hideObject false; //allow helo to appear to players titleCut ["3 Days Later", "BLACK IN", 3]; //fade in Here is a screen shot of what I am working with too: http://i.imgur.com/M90mH2S.jpg So I have things sort of working, but this I'm sure is super ugly to some of you vets out there. And I am sure this will never work on a dedicated server which is where I would like to play this mission from when done. The end goal is for all the dead and disabled OPFOR units to be removed when the screen fades out, and all the "hidden" BLUEFOR units will be seen when the screen fades back in. I really hope there is a way to do this without scripting each and every thing like I have done thus far. Thanks!!! Share this post Link to post Share on other sites
tazmania720 16 Posted November 28, 2016 Help with this would be greatly appreciated. Thanks. Share this post Link to post Share on other sites
tazmania720 16 Posted December 2, 2016 I'm guessing what I'm asking for isn't possible in this game. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted December 2, 2016 I'm guessing what I'm asking for isn't possible in this game. First of all, your topic title really doesn't help. At all. Second, R3vo pretty much told you anything there is about it. Then you state that you got it all working so far but doubt it will work on dedicated, did you try it on dedicated? Really helps coming to a conclusion. Why do you want to do this without scripting? You make it sound like a bad thing. Especially when posting in the mission editing and scripting forum. Maybe a mod could move this topic to the 'mission editing but no scripting' forum, right next to the 'new game engine' forum and the all time favorite 'switching to 64bit for performance' forum. Also try to get away from sqs and use sqf instead. Cheers Share this post Link to post Share on other sites
tazmania720 16 Posted December 3, 2016 @Grumpy Old Man, not sure what you want for a Topic. Perhaps it should read Mission Script Help. If there is a way for me to change the topic, please let me know since I don't. R3vo gave me some great info, which I used, however since I am still learning what all this code means, I don't know the difference between global and non-global terms. It would be great if you could explain in basic terms. If I had a dedicated server to just test things out, I would have. I know many people that read these posts do have them and know how to write code that works. I do want to script this; never said I didn't. This is a .SQF and NOT a .SQS If it looks like a SQS to you, then perhaps you can help me. Thanks. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted December 3, 2016 You probably should start with simpler scripts, having to worry about locality and MP scripting in general can get over you head quickly, not even mentioning what pain JIP compatibility could be in some cases. Some more viable topic could be 'Spawning objects after trigger activation'. Topic titles describing what you want to do is surely a step in the right direction. To get started: Mr Murray most of the guide is still valid for A3 Kylanias page is also a source of knowledge Then there's KK's blog, which is for a tad bit more advanced scripters, but helpful non the less. There's also a guide on how to make your own local dedicated server on his page. Depending on how you want to achieve that you could place two triggers above your FOB objects, make sure the size covers all of those objects. Both triggers have activation anybody, not repeatable. First trigger condition: time > 0 First trigger onAct: {_x hideObjectGlobal true} forEach thisList; First trigger condition: MySpawnFlag; First trigger onAct: {_x hideObjectGlobal false} forEach thisList; Now for your snippet simply declare MySpawnFlag = true; after the 3 second sleep when the screen is faded black. And in your init.sqf put MySpawnFlag = false; to initialize the variable. Cheers Share this post Link to post Share on other sites