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BooTheForest

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About BooTheForest

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  1. BooTheForest

    Help Spawning AI via trigger

    Thanks! That seems to have done the trick!
  2. BooTheForest

    Help Spawning AI via trigger

    I can say it's not the mods. Tried on vanilla, put the code into the trigger with an activation of blufor present. No spawned rifleman. Atleast that narrows it down.
  3. BooTheForest

    Help Spawning AI via trigger

    So should i just put it straight into the trigger then? I think i tried this but if the code is good then ill give it a go.
  4. BooTheForest

    Help Spawning AI via trigger

    @pierremgi Changes made, still no results. Thinking it might be a mod error so ill try going with no mods if these screenshots dont point to any errors. https://imgur.com/a/9FQOw Theres the link to the screenshots.
  5. BooTheForest

    Help Spawning AI via trigger

    Revised it to that and same result the hint pops up. Just to make sure im on the same page the current trigger on activation field reads "null= execVM "allies1.sqf" when i drive through the hint pops up on my screen but the unit doesn't appear. Im assuming this is what you wanted to see?
  6. BooTheForest

    Help Spawning AI via trigger

    Alright so yes the trigger is firing if that was what you meant. I added in a hint at the end to make sure it was. Still nothing though. No errors either. I have tried using vanilla units and RHS units. [getmarkerpos "marker1",WEST, ["B_Soldier_F"],[0],[0],[0],[0],[0],120]call BIS_fnc_spawnGroup, hint "hey"; Not sure if that's exactly what you meant by adding a hint though.
  7. BooTheForest

    Help Spawning AI via trigger

    @pierremgi Am i correct in assuming that the class name is the text that shows up when you hover over a unit in the editor. For example the NATO rifleman is B_Soldier_F. This is the only thing i can think of that's preventing the spawn of units. Im not getting errors or anything. Do i need to put anything in description.ext? Also what do you mean by condition firing the code? Like the trigger activation stuff? That's set to blufor present.
  8. BooTheForest

    Help Spawning AI via trigger

    @pierremgi Can you explain it a little more? I revised it to this and still no progress if (isServer) then { [getmarkerpos "marker1",WEST, ["rhsusf_army_ocp_crewman","rhsusf_army_ocp_crewman"],[],[],[],[],[],180]call BIS_fnc_spawnGroup;} I have a invisible helo pad named marker1. I have also tried vehicles and still no luck.
  9. Hey everyone, I have been encountering some issues spawning AI in via a trigger. I have been trying to do this on a multiplayer server that i host and no matter what i can't get them to spawn. I have been using the Something Something Games Youtube tutorials in order to help create the script but the videos are from 2013 so im having trouble finding my issue. This is the current code im working with _Allies1 = []; if (isServer) then { _Allies1 =[getmarkerpos "marker1",WEST, ["rhsusf_army_ocp_crewman","rhsusf_army_ocp_crewman"],[],[],[],[],[],180]call BIS_fnc_spawnGroup;} Im not getting an error in game as far as i can tell. I do have a ton of addons running and one of them always creates an error popup when i launch the match so it's hard to tell if something else pops up but im pretty sure nothing is (it shouldn't conflict though its just a survivable crashes mod). My ultimate goal is to be able to spawn vehicles in as well such as flying helicopters but i cannot even accomplish this. In my trigger i have blufor present and the activation field is nul= execVM "med1".sqf Would appreciate any help or any easier methods.
  10. @helicopterenthusiast It seems to be working now. I managed to change it to: [this,"STAND1", "FULL"] call BIS_fnc_ambientAnim; I don't see why it works now but it was not working at all earlier? Im also pretty sure i tried that exact code earlier.
  11. @fn_Quiksilver For now im trying to do things like "STAND1" "SIT1" the basic animations found on the wiki. I've come to find out it seems to work every now and then, but its like a 1/20 chance the animations will actually load. It seems to be completely random and i'm totally lost on how im making them work even a fraction of the time. So far out of the last 40 reloads its worked twice.
  12. @fn_Quiksilver Ok so i made a InitServer.sqf file in my scenario folder and pretty much copied exactly what you wrote into it. Went into the game and renamed the unit to my_unit and then hosted my own server. As soon as i got in the Unit was just frozen not moving or anything. Not sure what i did wrong?
  13. Ah for some reason editing is just not working, allow me repost the full message here Hello folks, I've been working on getting Arma 3 animations in multiplayer. Im having a really tough time doing this. Im creating a simple mission that i want to be able to host for a few friends. Currently im trying to use this command i found elsewhere. if (isServer) then { [[this,"STAND1"],BIS_fnc_ambientAnim ] remoteExec ["call"] }; OK I've been assuming i put this command in the units init field, from there ive been launching the game and nothings been happening. I've read i might need to do some stuff in the description.ext file but im unsure of this and don't even know where to begin as i've only done audio commands for that. If anyone could help out and give me some direction i would be very grateful.
  14. Hello folks, I've been working on getting Arma 3 animations in multiplayer. Im having a really tough time doing this. Im creating a simple mission that i want to be able to host for a few friends. Currently im trying to use this command, *See comment down below*
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