Mattsetback 0 Posted February 18, 2007 I'm very new to this, and i'm having difficulty getting to grips with some of the syntax. If I want Radio Alpha to call in some choppers, i was going to do it by having the radio trigger as the condition of presence for them. Sound right? If so, what would the correct syntax be? And would I need to use a trigger? Share this post Link to post Share on other sites
desertfox 2 Posted February 18, 2007 You use the trigger and activate it by radio alpha. Then you sync the first waypoing of your helos with the trigger. The result is, that your helos will only start moving after radio alpha has been issued. You don't even need to know any scripting syntax for that. Just use the editor. Share this post Link to post Share on other sites
Mattsetback 0 Posted February 18, 2007 Thanks for the reply, but how DO i sync the waypoint to the trigger? Like I said, i'm very new at this, but trial and error doesn't seem to be getting me anywhere with this. Share this post Link to post Share on other sites
ck-claw 1 Posted February 18, 2007 in editor:- click on syncronize then click on your waypoint (left click and hold) and drag a line to the trigger! Share this post Link to post Share on other sites
Mattsetback 0 Posted February 18, 2007 Thanks! And finally, what am i doing wrong with teamswitching in online games? I have set various units to playable, i have a trigger setting enableteamswitch true just in case it wasn't already, but i can't change? However if i run the same map in the editor's preview function i can. I'm sure i'm missing something really obvious here. Share this post Link to post Share on other sites
ck-claw 1 Posted February 18, 2007 no probs!! as for the teamswitch havent use it mate sorry! Share this post Link to post Share on other sites
Winters1807 0 Posted February 18, 2007 I get the same teamswitch problem as well. it seriosly annoys me. Just a question tho, when using triggers to play music, the music doesnt play for very long, is there a way so that the trigger allows the whole track to be played? Share this post Link to post Share on other sites
dr_eyeball 16 Posted February 18, 2007 I don't think you can TeamSwitch in MP, only in SP. Using the editor's Preview option is the same as running it as SP. Share this post Link to post Share on other sites
Winters1807 0 Posted February 18, 2007 If thats true, then its really does suck, i mean, whats the point of it if u r playin with a friend. U hav been goin good for like an hour, then one of u dies, and u gotta restart so the other guy doesnt get bored. I mean, if u cant teamswitch on MP, then its jus boring. Share this post Link to post Share on other sites
ck-claw 1 Posted February 18, 2007 know what u mean but! that whats respawn is for? Share this post Link to post Share on other sites
Winters1807 0 Posted February 19, 2007 I jus tried using triggers in sync with waypoints and it doesnt bloody work. I got some screens, can any1 tell me what i am doin wrong? 1: http://img256.imageshack.us/my.php?image=sync1lb3.jpg 2: http://img516.imageshack.us/my.php?image=sync2zt2.jpg 3: http://img516.imageshack.us/my.php?image=sync3pa2.jpg plz help Share this post Link to post Share on other sites
dr_eyeball 16 Posted February 19, 2007 whats the point of it if u r playin with a friend. U hav been goin good for like an hour, then one of u dies, and u gotta restart so the other guy doesnt get bored. I mean, if u cant teamswitch on MP, then its jus boring @Winters1807: I think you may be confusing the terminology used. TeamSwitch is a new feature to ArmA which wasn't in OFP. It brings up a dialog to allow you to switch to another player. What you're probably looking for is Respawning either via the built in functionality using markers and description.ext settings (which is easy to do) or via scripting (for fancy stuff). You can then spawn into remaining live AI players or infinitely at specific locations. There's a heap of threads in this sub-forum to conver that topic. Share this post Link to post Share on other sites
dr_eyeball 16 Posted February 19, 2007 Back to your sync'd waypoint problem, it is almost right. The radius of the trigger is irrelevant when Activation=Alpha. So you can set it to a small number like 0 or 5. (The waypoint of your player is not required for this discussion.) The tank (or chopper) needs 2 waypoints. Leave the first waypoint close to your tank and sync it like you already have, then the add a 2nd waypoint for where you want it to move after Alpha trigger is called. Share this post Link to post Share on other sites
Shashman 0 Posted February 19, 2007 Alternatively, set the chopper's fuel to zero by typing <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setfuel 0 in its initialisation line (only if it's starting on the ground though) and in the onactivation line of the trigger enter <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofchopper setfuel 1 Share this post Link to post Share on other sites