Rawhide 2 Posted September 16, 2008 Hi, I've searched high and low for this simple solution on my problem. But I must have overlooked it... The Q: I would like to give a hint or titleText message to individual units, not the whole group. Two ways: A) By the unit that enters a trigger (IE the position of the unit) B) To named units (IE when a tank is killed, the commander will get a message about this) Could anyone help meg out please? Thanks in advance, -Rawhide Share this post Link to post Share on other sites
mattxr 9 Posted September 16, 2008 i had this same problem, although when i tried what i thought was correct still sent a message to the hole team lol. Share this post Link to post Share on other sites
i0n0s 0 Posted September 16, 2008 Text messages using group-, vehicle-, sideChat and hint are local to the computer which uses that command. Share this post Link to post Share on other sites
mattxr 9 Posted September 16, 2008 Text messages using group-, vehicle-, sideChat and hint are local to the computer which uses that command. So how come when i have a trigger when the player enters it it displays a hint, but the hint goes out to all the other players? Share this post Link to post Share on other sites
i0n0s 0 Posted September 16, 2008 Change condition from "this" to "Player in ThisList". Share this post Link to post Share on other sites
Rawhide 2 Posted September 16, 2008 Great! Will try this out tonight. I'll report back. Any idea how I can send a message to a named unit? In example: a tank is taken out, and a message regarding this goes to the leader(let's name him: leader1). Thank you so far guys, -Rawhide PS! Matt, you don't know how many different things I've tried, triggers and scripts - and try searching for "hint" on this forum  Share this post Link to post Share on other sites
i0n0s 0 Posted September 16, 2008 Event handler are local on the computer where the handler were added. Share this post Link to post Share on other sites
Rawhide 2 Posted September 16, 2008 Change condition from "this" to "Player in ThisList". I'm afraid this didn't work. I thought I had tested it before as well. Any other tips? -Rawhide Share this post Link to post Share on other sites
beta 0 Posted September 17, 2008 For a tank that is killed and units entering a trigger, try this: In the leader1 init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nil = [leader1] execVM "listen.sqf"; In the tank1 init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addEventHandler["killed", {tankKilled = true; publicVariable "tankKilled";}]; In the trigger On Activation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> unitsEntered = true; publicVariable "unitsEntered"; In the listen.sqf file <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0;  //assign passed unit to local variable //infinite loop while {true} do {  //if the tank has been killed  if (tankKilled) then  {   _unit sideChat "The tank has been destroyed.";  //send message  };  //if the units have entered the trigger  if (unitsEntered) then  {   _unit sideChat "Units have entered the trigger.";  //send message  };  sleep 3;  //wait 3 seconds to ease load on the CPU }; I haven't tested these, but they should have leader1 receive the messages up to a max of 3 seconds (+ ping time) after it happened. I haven't had much luck trying to do the same via in-game or script generated triggers. The "player" command seems to have some strange results in dedicated and client-server MP sessions. Share this post Link to post Share on other sites
fasad 1 Posted September 17, 2008 As I understand it, when a trigger is activated on any client, it will activate on all other clients (even if the activation condition cannot be locally true). This means you need to "filter" the users in the triggers effects. I haven't done any scripting for a while, but try something like this in the onActivation box... if (player in thisList) then {hint "blah,blah"}; It should hopefully only produce the hint for the first unit within the trigger. Share this post Link to post Share on other sites
i0n0s 0 Posted September 17, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nil = ... Never ever do this! Since your overwriting a special variable created by ArmA. About that trigger: Trigger only activates on the computers where the condition is fulfilled. It don't starts the trigger on the other computers where the condition is false. Take a look in OPFEC's Multiplayer Tutorial. Share this post Link to post Share on other sites
Rawhide 2 Posted September 18, 2008 Thanks for your help everyone. Thanks to i0n0s' tip about OPFEC's Multiplayer Tutorial, I found this solution to be the easiest for me to use. Explanation when <span style='color:blue'>one unit is in a area</span>, and <span style='color:red'>when a vehicle is taken out</span>. These messages will in both examples just go to one unit who is named ww5. <span style='color:blue'>This trigger will send a message to the person, in this case he is named ww5, when he is inside the trigger</span>: BlueFor, Present. Condition: Quote[/b] ]ww5 in thislist On Act.: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "messageww5.sqs" <span style='color:blue'>The script: Giving info to one player (ww5) only:</span> Scriptname: messageww5.sqs Script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? local ww5 : titleText ["Target is located at a 150 degrees angle, range approx. 250 meters", "PLAIN DOWN"] exit <span style='color:red'>This trigger will go off when a vehicle (car1) is blown up, and will send a message to a unit (still named ww5):</span> BlueFor, present. Condition: Quote[/b] ]!alive car1 On Act.: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "car1ww5.sqs" <span style='color:red'>The script: Sending message to the unit named ww5 (and now with a hint instead of title text):</span> Scriptname: car1ww5.sqs Script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? local ww5 : hint "The car is blown up" The two triggers will start one script each, and the scripts will tell the player named ww5 - and only ww5 - a message with info. Thanks again, -Rawhide Share this post Link to post Share on other sites