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Blitzen88

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About Blitzen88

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  1. Would that cause any sort of performance hit? I’m trying to get away from a loop to avoid any potential performance impact. That’s why I was looking for a radio trigger. thank you so much for your help! I really appreciate it!
  2. Is this firing everytime a new unit (entity) is created?
  3. The new, switchable unit, is created on death. Therefore, it cant be synced on mission start since its no in existence. My current solution is a loop solution but ai would like to use a radio trigger to remove the loop.
  4. Thanks, I will look into it. I use a “singleplayer respawn” script which essentially spawns in a switchable unit when I die. Im trying to add support to the new unit. Dont wanna rely on a loop - hence the radio trigger
  5. Been looking into this for a minute now but I cant figure it out... Looking for a way to assign and re-assign support modules via a radio trigger. I've figured out how to assign support modules but, once I die and team switch to another unit, the modules are lost and my existing solution does not work. Is there a simple script/way to re-assign support modules - via a radio trigger (not a loop) once I team switch? Thanks
  6. Do I need to use brackets { i stead of parenthesis ( or something else?
  7. Trying to figure out how to craft a trigger condition which checks sectors to see if a side controls a set number. This is what I have but it doesnt seem to work:
  8. I was trying to “fix” the Marta Module by creating and removing groupicons based off of targetknowlegde. I think Marta uses Knowsabout.
  9. I guess, should it go after } foreach _EnemyUnits or before } foreach _FriendlyUnits?
  10. Been looking for a script like this but Im unable to test it at the moment. Does the script create/reveal enemy markers after they have been discovered or are enemy markers always present regardless of whether or not they been discovered? Also, are enemy markers deleted after the player’s side looses track of them?
  11. Would this stuff: _KnownbyGroup = _KnowledgeArray select 0;                    _KnownbyUnit = _KnowledgeArray select 1;                    _LastSeen = _KnowledgeArray select 2; Go before or after the targetknowledge command? I dint know which bracket/scope it goes in
  12. Im trying to figure out how I can utilize foreach on two different arrays at the same time while filtering the results. I'm trying to apply the targetKnowledge command to all enemy and friendly units:
  13. Would likely create a group icon on the group leader’s location if a single unit of that group has been detected. I will look into targetknowledge and targets - those commands were not on my radar
  14. Trying to figure out how to get an array of enemy groups which have been “spotted” by the player’s side. I can get a list of all groups by using: _Variable = allGroups select { playerside getfriend side _x <= 0.6} But I dont know how to then filter/reduce that array to groups that have been spotted by the player’s side. The knowsAbout command seems promising but it’s apparently inconsistent and it always requires units - not groups? Would Bis_fnc_enemyTargets work? The ultimate goal is to apply map markers to known enemy groups - without using Marta
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