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chrisbaker1981

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Everything posted by chrisbaker1981

  1. chrisbaker1981

    Custom Composition

    How do create a composition in the Eden editor and then load it up in a public Zeus server? It would be great if you can create a mission before hand in the eden editor and then load it in the zeus server, to avoid the long wait in setting up a mission. I know there is a way i just dont know how to do it and cant find anything on Google about it.. Note - loading on a public server not a private, its easy on a private server, but for the life of me i cant figure out how to load up a pre made mission in the public official zeus servers..
  2. chrisbaker1981

    Custom Composition

    Nevermind, i found the answer here This is a feature that will be released in the next update.. Great cant wati
  3. I Want a trigger to fire when player is not present, but only after another trigger has fired. I have this for when a player is present (triggerActivated trig1) and player in thislist; (this works for player present and after trig1 has fired) but cant for the life of me figure out how to change this to make it player not in thislist 🙂 Ive messed around with "West", "NOT PRESTENT" etc but not writing it out correctly clearly 🙂
  4. Great thanks that works, @Play3rthanks as well, im just such a noob it had to be spelled out to me 🙂
  5. so like thhis? (triggerActivated trig1) and !player in thislist; That gives an error in expression 😞
  6. Anyone know how to deactivate thermals and night vision for the special ops viper helmet on a player. H_HelmetO_ViperSP_ghex_F is its name. Ive looked through the wiki but can only find deactivate thermals and night vision for vehicles. I have found a way of turning night vision off with a trigger but then the player can just turn it back on again, wonder if its possible to make the trigger more final so the player cant just turn it back on again? With a trigger I want to force the player who at this point will be wearing the special purpose viper hemlet, to not use night vision or thermals... Basically deactivate the features but still be able to wear the helmet for the armour and look...
  7. chrisbaker1981

    Deactivate Night Vision on Viper Helmet

    ok works thanks everyone... Im sure i could try and combine into one trigger but anyhow.. 1 trigger with player action ["nvGogglesOff", player]; and the other with MGIs code which locks the key function to reactivate the night vision Thanks All
  8. chrisbaker1981

    Deactivate Night Vision on Viper Helmet

    This is interesting, is this basically locking the action key to put night vision on? I was wondering if that was possible lol i was thinking of a command to deactivate the n on your keyboard with a trigger... Problem is, the player will likely have nightvision on when the trigger is activated, so this script will lock the night vision on 🙂 oh wait a minute, i can have a seperate trigger for nightvision off, which i had working, and then this trigger to lock the key so you cant press it again... yes im gonna try that and let you know
  9. chrisbaker1981

    Deactivate Night Vision on Viper Helmet

    This doesnt work as a copy paste, you probably didnt intend it to be 🙂 sorry i have no idea what im doing 🙂
  10. So i want to make an AI enemy soldier swap uniform when changing to combat mode. I can do it with a trigger no problem Condition = behaviour man == "COMBAT" On Activation = man unassignItem "U_O_Protagonist_VR"; And another for assigning the new item. This works great, however, i want the same for like 100 enemy soldiers and i dont feel like typing it out for 100 different dudes. Is there a way of arranging this code into the units init? Then i can just copy paste the enemy soldier and they will all have it in their init. So if man = combat then unassignItem such and such, and assignItem such and such Any ideas? I cant think of a way of applying this to millions of soldiers without manually typing out 100+ unit names in the trigger 🙂
  11. chrisbaker1981

    Combat Mode Switch Item

    Thats a good idea thanks, ill try that, although i wont have a need in this scenario but this can be really usefull adapted to any item being switched by combat mode changing... Can do a lot with that. ON a side note, i should start a new thread but anyhow, do you know how to deactivate thermals and night vision for the special ops viper helmet on a player. H_HelmetO_ViperSP_ghex_F is its name. Ive looked through the wiki but can only find deactivate thermals and night vision for vehicles. I have found a way of turning night vision off with a trigger but then the player can just turn it back on again. I want to force the player who at this point will be wearing the special purpose viper hemlet, to not use night vision or thermals... Basically deactivate the features but still be able to wear the helmet for the armour and look...
  12. chrisbaker1981

    Combat Mode Switch Item

    Thanks I'll try fiddle around with that as well tomorrow..
  13. chrisbaker1981

    Combat Mode Switch Item

    OK i dont know what i did, but it works now... Just copied and pasted your code again, perhaps something went wrong with the last copy and paste.. It works great! thanks so much again MGI, its great that you and many others carry on sharing your knowledg... Learning a lot.. So part of my mission is you have to get through the jungle at night with CSAT bionic soldiers roaming around dressed in red VR suits etc. When they switch to combat upon spotting you they switch out to the black tracksuit. Looks great. The effect from the players perspective is their VR suit lights go off when they go to combat..
  14. chrisbaker1981

    Combat Mode Switch Item

    Oh silly me i didnt read your code correctly, now i see, it looks for combat mode and the specific uniform, very clever thanks.. The activation part gives me an error, says invalid number in expression i fiddled around but cant get that part to work 🙂
  15. chrisbaker1981

    Combat Mode Switch Item

    Thanks MGI, I only need for a certain batch of units, and they are all in separate teams. Which is why i was hoping for something in the init of each unit, that way i could control which units swap out uniform on combat.. Not sure how else i can specify which units are affected, without giving them all unique names, which seems like a headache.
  16. The Legend has spoken! Thanks MGI.. When are you going to make Arma4 for us?
  17. Any ideas on some simple code in the triggers conditions field that checks if a player in my case named "dude" has a specific helmit or uniform on? or both.. Ive got the code to change your side to CSAT, but i want the condition if you are wearing the enemy uniform and helmit of my choice. I have code for checking for a specific inventory item in player, but cant seem to figure out how to adapt to check for uniform or and helmit. Code i have for checking for inventory item, in this example checks for a map in player dudes inventory "ItemMap" in (items dude + assignedItems dude) I tried changing itemMap to Headgear_the full name of my helmit but that doesnt work.. I suppose because the +assignedItems part is still trying to assign an item. I want to assign a headgear, and another one for uniform. Any ideas? 🙂
  18. Oh Dear, i forgot you cant put enemy uniforms on from dead players, how annoying.. Any way round that?
  19. Got it working thanks beno!
  20. mmm i cant seem to get it right. do i replace _enemyHeadgear with the full string of the helmet? which in my case would be Headgear_H_Helmet0_ViperSP_ghex_F Ill mess about more with it after work..
  21. Im having a weird issue with all my triggers They all seem to have a delay of about 5 seconds. There isnt meant to be any delays, i have checked in their settings, Usually i like to put a second or 2 delay on triggers if there are multiple tasks being set up so they show in the right order etc. But in this case i dont want delays, the task is to eliminate an officer, when you kill him you sit wondering if he was the correct target for 5 seconds. All the triggers in my mission have this strange delay. Ive tried deleting them and re doing all the triggers and tasks. still have the delay. Is there a general setting somewhere in Eden i switched on accidentally? Its not the end of the world, but it is strange none the less, anyone experienced this before?
  22. chrisbaker1981

    Delayed Trigger Response

    Great thanks I'll try this
  23. chrisbaker1981

    Delayed Trigger Response

    Ok thanks, how do you check if you have a script running? I havent intentionally put a script in but you never know with using mods..
  24. The title says it all I want a trigger to activate when an AI units behavior changes. In my case it will be COMBAT. I have messed around with various things but cant get the syntax correct. Im sure its a simple solution in the condition of the trigger.. Any ideas?
  25. chrisbaker1981

    Trigger Condition = Behaviour Change

    OK got it working AI unit named man1 Condition of trigger: behaviour man1 == "COMBAT"
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