Jump to content

ernave

Member
  • Content Count

    21
  • Joined

  • Last visited

  • Medals

Community Reputation

9 Neutral

1 Follower

About ernave

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ernave

    Ravage

    Hi. Is it possible to have a trigger that spawns one of your AI OPFOR squads with the "hunter" attribute set? Basically, I want to have a loot box in a city, and when the players gets near it, I want the AI to come after him.
  2. ernave

    Ravage

    Hi. I was trying to force a bandit patrol to spawn using this (from the debug console): [position player] spawn (selectRandom rvg_spawn_GROUPS); And what seems to have happened is, it spawned them at the map's 0 - 0 position, instead of what normally happens, which is to spawn them nearby. Is there a way for me to do what I'm trying to do? Thanks.
  3. ernave

    Ravage

    Is the mod, "Ravage CUP" still needed? https://steamcommunity.com/sharedfiles/filedetails/?id=1392780600 It appears that the Ravage mod itself is turning off the lights on Altis. The lights are still off even if I have Ravage CUP disabled. So, are there additional changes in Ravage CUP that I would want? Thanks.
  4. ernave

    Ravage

    cool. In the condition block, what the difference between the default, which is "this" and what you have there?
  5. Thank you! I guess I tried "this" but didn't try "thisTrigger" I notice another one of the magic variables is "thisList" - if I wanted to loop through that to see if any human player was still inside the trigger radius, would I do something like: { if (isPlayer _X) { // some code here } } foreach thisList
  6. So if I understand you correctly, this statement should work: thisTrigger getVariable["dfsd",0]
  7. ernave

    Ravage

    whoa. So, since I'm using this in a trigger, there's a trigger activation distance too. If the trigger activates at 500 meters and calls rvg_fnc_horde_spawn with _triggerRadius=100 meters, does rvg_fnc_horde_spawn do nothing? Or is it in a loop waiting for the player to get to 100 meters? Second question: I've also been using triggers to spawn bandit camps using rvg_fnc_spawnBanditCamp. I usually also add a zombie safe zone (so the AI aren't constantly shooting zombies near their base). Is there a way to add the safe zone within trigger code rather than putting down the safe zone system?
  8. Let's say that I want to set and read variables in the different parts of a trigger (the condition, the activation, and the deactivation section). Step 1, I give the trigger a name like MyTrigger Step 2, I set a variable in the activation section: MyTrigger setvariable ["somevarname",12345]; Step 3, I can read the variable in deactivation: MyTrigger getvariable ["somevarname",0] My question: can I do this without having to hard code "MyTrigger" in the code? Why do I want to do this? Because I will have many, many copies of this trigger in my mission, and I would prefer not to have to customize the code for all of them. Thanks.
  9. ernave

    Ravage

    Am I right in thinking this means no zed will spawn _triggerRadius meters from a player?
  10. ernave

    Ravage

    Is it possible to have a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few? Where I'm going with this is, I've been putting hordes in cities. It's a great effect, but eventually they get depleted, particularly if an AI vehicle patrol comes by. I haven't looked, but I bet the module is already calling a function, so I could have a trigger that does the same thing. What I'm unsure about is counting the existing ones. Thanks.
  11. ernave

    GF Missions Script

    I've got it working. It's great! Thanks again for your help. Your code is very well commented. It's the best arma code I've ever seen in that regard. Well done.
  12. ernave

    GF Missions Script

    Ah! Thank you! This makes sense to me now!!
  13. ernave

    GF Missions Script

    Okay! Will do! I've exported the mission for multiplayer, and now I have this file in my MPMissions folder: What's the next step? Wait a second, I don't have a mission folder. I have a mission file.
  14. ernave

    GF Missions Script

    Hi. Can someone please give me more specific instructions on how to use GF Missions Script? I see in the readme file on "installation" it says: I need more specific instructions. Let's start with Eden. I have created a mission in Eden. I presume I need to export it. There are four options: Export to Singleplayer Export to Multiplayer Export to Terrain Builder Export to SQF Which one should I choose? What should I do next? Thank you!
×