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Everything posted by ernave
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Setting and reading variables in triggers
ernave replied to ernave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Setting and reading variables in triggers
ernave replied to ernave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So if I understand you correctly, this statement should work: thisTrigger getVariable["dfsd",0] -
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?
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Am I right in thinking this means no zed will spawn _triggerRadius meters from a player?
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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.
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GF Missions Script
ernave replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
GF Missions Script
ernave replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah! Thank you! This makes sense to me now!! -
GF Missions Script
ernave replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
GF Missions Script
ernave replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
sure!
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Thanks. I will. Could a similar script be used to reduce the zombie spot distance at night? How exactly would you iterate through only the zombies? { // verify that the unit is a zombie - I'm not sure how to do this if ((side = "zombie")) then { // change spot distance here }; }forEach allUnits;
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Oh man, the next update sounds amazing. How do you even kill a ghost? I've got another question, if you don't mind: has anyone ever put together a script for random AI missions like Exile has? This would be in addition to the roaming bandits and vehicle patrols (and the zombies). The way it's done in Exile is with DMS: https://www.exilemod.com/topic/61-dms-defents-mission-system/ Basically what I'm looking for is the occasional specific target that I can attack. Missions like, "a convoy has broken down here" and you can go attack it and loot it. The bandits and vehicle patrols in Ravage are great, but these AI missions I'm describing would be static (though randomly placed). All of the possibilities that I've looked at so far are specific to Exile.
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Yep! That did the trick. Thanks! Should I put anything in the deactivation script to clean up the bodies or anything?
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Hi. I'm trying to add a bandit camp with a crate containing loot. I found some code on the wiki: http://ravage.wikia.com/wiki/Tools_for_Mission_Makers And from that, here's my current trigger init script: _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "Land_WoodenCrate_01_F" createVehicle(position thistrigger); _null = [_box] execVM "scripts\system\rvgfill.sqf"; The result of this is, the bandits and the crate spawn (that's good), but I get this error: "Script scripts\system\rvgfill.sqf not found" And the crate is empty. I've searched around, but I can'f find rvgfill.sqf. I presume it's in one of the pob files, so I can't see it. Any help would be appreciated.
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An "intel" notebook as unit inventory
ernave posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to have an enemy unit carrying a notebook that a player could read during a mission? Basically, what I'm looking to do is have a high-value target and the first objective of the mission is to kill him. At that point, the player would search him, find the notebook, and learn about a second mission objective.