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silentsands

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Everything posted by silentsands

  1. silentsands

    loop break when countside is used.

    Hi, @Muzzleflash and @pierremgi , thank you two very much for your help and answering all my questions I had realy good. Didn´t expacted that it would be this way good and information like according how mad some people are most time getting while in game... XD^^ So again Thanks you all and well this Topic is done. Greetings Silentsands
  2. Hi there, I have a problem with my loop of a trigger. as shown in this image. I use a game logic as a loop restarter for this trigger named "widerstand_counter_area_re_altivierer" which is set to "true". When I run now into that area or already respawned in it. it fires just one time and is than only again triggered when i leave and reenter the area of this trigger. Well if I delite the "AND (resistance countSide thislist) > (west countSide thislist) or (resistance countSide thislist) > (east countSide thislist)" my trigger is looped every second while I am in it also re entering activates the loop well. But now it does not controll anymore which side have now the controll of that area of the trigger. What I would like to have is 1. only living player in the area can hold/activate area/trigger. 2. let the trigger area only be controlled by the restistance when there are more (for example) restinance in it than from any other side (west; east). 3. let the counter and hint loop as long as the trigger is activated. ( widerstand_counter = widerstand_counter + 1 ; hint format ["Widerstand Punkte %1 von 100", widerstand_counter]; ) 4. When there are form the given side enough players in the area the area_marker should change its own color to for example green/guer and change to the other color of the other side when there are more of em or change to gray if there are non in the area. I hope you have all necessary informations to maybe help me out, and sorry for my probbaly bad english. Greetings Silentsands.
  3. silentsands

    loop break when countside is used.

    Hi, thank you all very much. I will look later soon on your script and try to implement it. So at last I do have to start to use extra seperated files and work outside and inside of the arma 3 editor IDE. Stuff I don´t like butt well, seems like i do have to do that to get it all work as I would like to have. edit trigger ==> tab out arma 3 and start seperated text-editor. write some script... ==> TAB back to arma 3 and insert script. loong live the need of multiple programms to get one thing going. :( i also wanted to avoid it becouse i read allot of it to avoid it as much as possible to write seperated scripts outside of the arma 3 editor. So the server get´s some more performance. Also it means now for me to learn another script language. Well. to answer your questions about how I test my scenario. I Host localy a Multiplayer server and test it on it with AIs. Seems like I need to find also someone to test with me my scenario. So yes, I might report soon if your script worked well for me and also if i need some more help from you great people. thanks to you all. Greetings Silentsands. EDIT: Hi again. @Muzzleflash i have added and integrated your script successfully and now i have some questions about it. I do see that in the conditions there stands 0 = [thisTrigger, "area_marker"] call compile preProcessFile "TriggerArea.sqf"; false but why is there a 0 = ? And last, why false? In the scriptfile there is also something what i don´t get it right now. // Find new color for marker private _colors = ["ColorGrey", "ColorGuer", "ColorWest", "ColorEast"]; private _sides = [resistance, west, east]; private _newColor = _colors select ((_sides find _newSide)+1); private _marker = _trigger getVariable ["Marker", ""]; _marker setMarkerColor _newColor; why is there at private _newColor = _colors select ((_sides find _newSide)+1); a "+1" on the end? Greetings Silentsands
  4. silentsands

    loop break when countside is used.

    hi, at first a big thanks for that tip. @pierremgi Now I had made for testing just a little map with only one trigger wehere i was WEST and had two RESISTANCE in the Trigger area. Well I come to an interessting point. If I Only use " ( (west countSide thislist) > (resistance countSide thislist) )" and when the trigger gets aktivated it just gives back a - hint "VICTORY"; - and if i leave or die, the trigger gets Deaktivated and gives back - hint "Loose"; - Well, aktually it happened nothing. Nothing when i killed all resistance or when i died. It looks like the side "RESISTANCE" is not the correkt name for the independent. I also used independent or even guar instead of resistance in the script and still nothing happened. but if i replace the - resistance - part in my code with - east - . It works! So how can I make even the independent in my scenario beeing registered when I want to test out who side counts more in a area? Greetings Silentsands
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