Bitchmaker
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Everything posted by Bitchmaker
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Hi everyone. Ive got a problem with a WW2 scenario Im putting together. In Eden, I put down 5 landing craft full of ai marines and I would like them to start the "invasion" at the same time. I set a 'hold' waypoint in front of one of the landing craft, then an 'unload' waypoint on the beach. I set a trigger next to the waypoint and under type I choose 'skip waypoint', and under activation I choose 'radio alpha'. I then connect the trigger to the 'hold' waypoint using 'Set Waypoint Activation'. When I test it out, I hit radio alpha, but nothing happens. The landing craft just sits there. Ive tried making the trigger repeatable, linking the trigger to the waypoint and vice versa, setting the 'hold' waypoint to a 'move' waypoint (which makes the landing craft head off towards the beach regardless of radio alpha), and experimenting with the distance of the 'hold' waypoint from the craft. Nothing seems to work. Any thoughts or suggestions? Much appreciated and thanks for reading.
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Skip waypoint/ Radio Alpha trigger not working
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - EDEN EDITOR
I get nothing. Perhaps its the WW2 mods I am using. Ill load up vanilla and give it a test. Thanks very much for your help. Much appreciated!! -
Skip waypoint/ Radio Alpha trigger not working
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - EDEN EDITOR
Thanks barodsy, but as I said all that does is cause the the landing craft to immediately move to the way point ignoring the radio alpha completely. Both ways (waypoint set to 'hold' or 'move') seems to ignore radio alpha, so I tried a trigger which required a player to move into the trigger area in order to launch the landing craft, but that didnt work either 😞 Do waypoints just not work with triggers? -
Skip waypoint/ Radio Alpha trigger not working
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - EDEN EDITOR
Thanks for your reply, bardosy, unfortunately it doesnt look like I am able to get your suggestion to work. As I mentioned in my OP, making the 'hold' waypoint a 'move' waypoint causes the landing craft move immediately and ignore the radio alpha. Just for the sake of clarity, there is no 'activate waypoint' option in the trigger:activation:type drop down; the only option that mentions waypoints is 'skip waypoint'. And 'Set Waypoint Activation' is the only way I can find to sync triggers to waypoints. -
Does anyone know if there is a way to activate radio alpha triggers while in Zeus? Currently, I have to come out of the Zeus environment to activate radio alpha and that seems rather clunky. Not a big issue, but it would be a nice quality of life improvement when I'm Zeusing if I didnt have to go back and forth. Thank you!
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Need a fix: teleporter script disrupting objects
Bitchmaker posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I have created a multiplayer coop mission that uses many teleporters to simulate entering and leaving underground bunkers. The teleporters work fine except for the fact that when characters use them and arrive in a room with many objects (such as furniture, monitor screens, supplies, etc.), those objects immediately fly all over the room in a giant disordered mess. The players do not actually come in contact with the objects; their arrival into the room seems to be the cause (even objects 20 meters away will be disrupted). All of the objects in question have 'enable simulation' and 'enable damage' unchecked. I have no idea why this is happening. Anyone have a clue? Not sure if it matters, but the teleport script I am using runs in the init of a bunker object and looks like this: this addAction ["Exit the Habitat", { (_this select 1) setPos (getMarkerPos "entrance1"); }]; Thanks!! Added info: using Zeus to teleport players into the rooms also causes the objects to be disrupted. Evidently, it's not just the script. -
Need a fix: teleporter script disrupting objects
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Harzach, this fixed the problem. My mission is now chaos free! Thank you, thank you, thank you! -
Need a fix: teleporter script disrupting objects
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Harzach, Im getting the following error message: '...anchor_01] call BIS_fnc_attachToRelative|#|; }' Error Missing ; Any ideas why (gonna go out on a limb and say I did something wrong 🙂 )? -
Need a fix: teleporter script disrupting objects
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Harzach, that's amazing! I've never heard of this function before. Thanks so much for the info. I'll edit the mission tonite and let you know how it works out. -
Making buildings dark during daytime?
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Roger. Thanks for all your help, Harzach, in this thread and in others. You're a huge help and it is really appreciated. -
Making buildings dark during daytime?
Bitchmaker posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking for help making buildings dark during the day. Ive made a few bunker complexes in Eden and I want to make them dark and creepy. Despite the fact that Ive walled up any openings to the outside, if it's daytime in the op, the inside of the buildings are bright and sunny as well. Is there a way to make interiors dark during the day without resorting to skipping time (these buildings are for a custom Ravage game and skipping time will have adverse effects on the scenario)? Thanks in advance for any input. -
Making buildings dark during daytime?
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cancel that. I just tried it again from scratch and it worked. Not sure where the problem was the first time. Thanks for the assist! -
Making buildings dark during daytime?
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That was the first script I tried at exactly that value. It had no effect, unfortunately. Maybe the rest of the trigger is wrong? Size: 100x100. Activation: Any Player. Activation type: present. Condition: this. On Activation: setAperture 5000; On Deactivation: setAperture -1; -
Making buildings dark during daytime?
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Harzach, do you have a suggestion for how to write the OnActivation script? I tried variations using the examples from the https://community.bistudio.com/wiki/setAperture Wiki page, but I cant seem to get it to work. -
Making buildings dark during daytime?
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
beno_83au, this is for an MP scenario, so I cant really resort to skipping time (it's also a ravage scenario, and ravage has time-related effects such as hunger and thirst, etc, so skipping time will cause all kinds of havoc). I think any potential solution has to be tied to a trigger/area effect. -
Making buildings dark during daytime?
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, johnnyboy. I tried your suggestion but unfortunately i didnt see much of a change in the indoor spaces: apparently the shadow effect is the same intensity as indoor light, so it gives the impression that nothing is happening. Outdoors, the effect is quite visible. -
Making buildings dark during daytime?
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Harzach. SetApperture and your color correction script both look very interesting, but do you know of a way to make it work without using the debug console? I think an area trigger would be ideal, since this is for an MP scenario: when a player teleports to the "bunker", it should be dark, when they exit, it should be whatever time of day it is outside. -
Thank you, EO! Love your mods, btw 🙂
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Hey peeps. Im hosting a Ravage multiplayer scenario tonite and Im wondering if anyone has suggestions for good OPFOR units to drop in when Im Zeusing? Cant seem to find any premade Ravage factions in the editor or in Zeus. Thanks!
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Need help identifying dependencies, please.
Bitchmaker posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can anyone help in identifying which mod the following dependencies come from? tsw_ca_misc3 tsw_ca_misc_e_c tsw_ca_buildings_c I've recently gotten an error that says I cant play /edit my missions because they are dependent on downloadable content that has been deleted. The above 3 dependencies are mentioned. I cant locate them anywhere (local drive or google search) and cant identify which mod they might have come from so I can roll the mod back. You guys are my last hope 🙂 -
Does anyone have any experience with this program: https://www.dropbox.com/s/its6zuzlbh4j262/Class Item Renumber.rar?dl=0&file_subpath=%2FClass+Item+Renumber Apparently it's for deleting and renumbering class/item entries in a mission.sqf when you get dependency errors. I saw it mentioned in the workshop comments for the map called "Esseker Fixed", but I wonder if anyone has used it or heard of it before.
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Need help identifying dependencies, please.
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe my issue my be due to a map called "New Esseker" having been removed from the Steam Workshop. Anyone have info on this? -
Need help identifying dependencies, please.
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for giving it a shot. If you come across anything useful later, please let me know! -
Need help identifying dependencies, please.
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Zagor, yes, I did open one of the mission.sqm files and edit out all the mentions of the discrepancies (as well as change the item count) which allows me to open the file in eden, which then allows me to export a new mp file. I've tested in MP with friends and the manually edited mission works fine. The problem is now I have to manually update all my custom missions, and that will be a bit of a time sink. I was hoping to avoid that by finding out which mod crapped out and rolling it back, but Ill use the manual method as a back up if I need to. -
Need help identifying dependencies, please.
Bitchmaker replied to Bitchmaker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for looking. I suspected CUP as well, because it has some "tsw" files, but i couldnt find those 3 specific "tsw" files. I didnt know the significance of the "ca".