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Firebro113

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Everything posted by Firebro113

  1. Weirdly, when in Arma 3, the media keys do not function at all for iTunes. In all other programs, they work with iTunes without any problem. Also, they can work with Spotify inside Arma 3, it is just iTunes that has the problem. They work with the Steam overlay, but that's more of a workaround, not a solution.
  2. I have 2 triggers placed side-by-side that 5 BLUFOR units are inside, with these attributes: Trigger 1: Activation BLUFOR, Type Present Expression: condition true, onActivation "hint str (count thisList);" Timer: None Trigger 2: Activation None Expression: (identical to Trigger 1) Timer: 1 sec The problem is that the Trigger 1's hint message displays "5" while Trigger 2's displays "0", seemingly indicating that thisList does not work when there is no activation conditon. At first, I thought it was the units not initializing right at the start for thisList to pick up, but the timer disproves that. How could I fix this?
  3. @pierremgi Ok, thank you for the explanation. What about Seized by? When I tried, it seemed like it takes into account all units.
  4. Didn't see that, only looked at scripting reference
  5. @sarogahtyp Can't, website won't let me. @Larrow So, you're saying my guess is correct, right? The wiki didn't explicitly state it, so wasn't sure. Well that's kind of the point, I was simply testing how thisList works, I would obviously include an actual condition in missions. Edit: Also, thank you for the solution, didn't see it at first.
  6. In a mission, I have one task created at the start and set as complete when a trigger becomes active and another task that has its create module synced to the trigger so that it is created when the trigger becomes active. The trigger also needs to cause groups to move on to the next waypoint, so its type is set to Skip Waypoint. However, when the type is set, the first task automatically completes as soon as I start playing, and the next task is assigned. If I change the type to none, this does not happen. What's even weirder is that the trigger doesn't activate until much later, I have a hint message in On Activation that does not show up until much later when the trigger is actually activated.
  7. Just checked, the skip waypoint type is required for the connection to work. Edit: Using a different trigger for the task modules worked, thank you.
  8. Well, the trigger isn't activated at the start, I have the hint message in On Activation to check this. Is separating the triggers necessary, or is it just good practice for organization, etc.? And do you mean that as long as a waypoint is connected to a trigger with Set Trigger Activation, it will skip that waypoint even if the trigger type is not skip waypoint?
  9. Also, the second task is created regardless at the start of the mission.
  10. Firebro113

    Waypoint Condition Not Working

    Ok, thank you, I'll try it.
  11. I have a triggerActivated statement in the condition expression of a waypoint so that it completes whenever that trigger is set true, and I have a radio message in OnActivation to make sure of this. However, the waypoint never completes, and the radio message never appears. When I have the exact same lines of code in another trigger, it works, so I doubt it is a problem with the original trigger or the code itself.
  12. Firebro113

    Waypoint Condition Not Working

    Ok, thank you for the info. Can you tell why my code isn't working?
  13. Firebro113

    Waypoint Condition Not Working

    @pierremgi Thank you, I will try it. @f2k sel Sorry, I wasn't very clear. If a group has a Destroy Waypoint with a condition of [triggerActivated trigger1], does the trigger need to be activated & the group has to destroy the target? Or is it that if trigger1 is activated, it will move to the next waypoint regardless of whether the target was destroyed or not? Edit: I didn't read the flowchart right, so it is complete then check, right?
  14. Firebro113

    Waypoint Condition Not Working

    @JohnKalo Would I need to set the Type of the trigger to Skip Waypoint, or would it do the same thing without it too? @f2k sel Doesn't changing the condition from true make it so that the waypoint doesn't have to be completed? Or am I misunderstanding and does it make it so that the waypoint has to complete & the condition has to be true?
  15. Firebro113

    Waypoint Condition Not Working

    Ask nicely my friend. What I said in code format: trigger1: activates when BLUFOR takes over area (which it does) Seek And Destroy waypoint: condition: triggerActivated trigger1 onactivation: HQ sidechat "test1" (this is just to make checking easier) trigger2 (the only purpose of this is to demonstrate that the trigger and sidechat are working): condition: triggerActivated trigger1 onactivation: HQ sidechat "test2" HQ sends the "test2" message but not the "test1"
  16. Normally, if units on the other side are marked as playable, you can switch to them after death, even though they aren't on the same side as you. Is there any way to prevent this? At least a way to distinguish them when choosing who to switch to? "Just make them unplayable" isn't very helpful.
  17. Found solution but not really the best: { if(side _x != playerSide) then { removeSwitchableUnit _x } } forEach switchableUnits Any errors in this? And is there a better solution?
  18. In the editor, when the player dies, is it possible to show the debriefing screen instead of the usual death screen?
  19. Firebro113

    Display Debriefing on Death

    Ok, thank you, I'll try it.
  20. Firebro113

    Display Debriefing on Death

    Yes, if you needed verification, that is what I am talking about. When a mission fails, the debriefing screen is shown, but if the player dies, it goes to a death screen showing restart, team switch, and end/return to editor. I want it to show the debriefing screen when the player dies, rather than going to the death screen. This is in the editor, thus I put the post in mission editing category.
  21. What would then need to happen if not? And that way would be checking after the player switches, is there a way to stop enemies from appearing in the team switch menu in the first place?
  22. Every time I try to place a squad or a team in a vehicle, when I play the scenario, the AI leader immediately tells one of the soldiers to dismount. Why is this?
  23. Thank you for the solution, I will test it and see if it works.
  24. The wiki states that the Hunter has 4 seats, so I don't think that's the issue. No scripting, I just dragged in a Motorized Team and put all the soldiers in the Hunter.
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