ChlckenWlng
-
Content Count
22 -
Joined
-
Last visited
-
Medals
Posts posted by ChlckenWlng
-
-
Everything works with unitCapture but not with weapons. When I copy the weapon fire data the output is always [] but movement works just fine.
What did I do wrong?
My scripts:
_Player1move = ;
Player1dothings = [player1, _Player1move] spawn BIS_fnc_UnitPlay;
[player1] spawn BIS_fnc_UnitPlayFiring;Trigger script:
[player1, 600, 60, true, 10] spawn BIS_fnc_UnitCapture;
Thanks for any help
-
So like when I enter a trigger I want that the AI that is sitting in a artillery raise the barrel by some degrees and then shoot.
If anyone knows another way make a AI shoot with a artillery on a target from like 200m please tell me.
Why do I need this? I am trying to make a mission with a BM-21 artillery and I want it to shoot at a target inside of the minimum shooting range like 100m away or something like that.
I can use doArtilleryFire but it will only work if the target is above the minimum shooting range
-
Are there any active public mulityplayer servers?
- 1
-
3 minutes ago, GEORGE FLOROS GR said:What mod are you using ?
Max's ?
Its called ravage
-
9 minutes ago, JohnKalo said:Yep, you can try attaching him to an invisible object! Like an invisible helipad for example.
Thanks worked for me
- 1
-
1 minute ago, Gunter Severloh said:Are you naming your AI zombie?
Im thinking its not working because of that, idk, but from that thread i linked disableAI "PATH"; seemed to work for them.
Yes I give them names
-
5 minutes ago, Gunter Severloh said:Hi ChlckenWlng did you see this thread from my AI compilation list?
https://forums.bohemia.net/forums/topic/210054-keeping-ai-units-in-place/?
Well now I did but didnt find anything useful tho
-
So I have a little problem here. I want that a zombie from the ravage adddon doesnt move. However I cant do it
I tried:
zombie disableAI "MOVE";
zombie enableSimulation false;
doStop zombie;
zombie disableAI "MOVE"; in combination with zombie disableAI "TARGET" and zombie disableAI "AUTOTARGET";
zombie disableAI "FSM";
zombie disableAI "AUTOCOMBAT";
zomibe disableAI "PATH";
and a combination of this all together
but nothing worked. Anyone got a idea how I can make him stop moving?
-
7 minutes ago, pierremgi said:Is your trigger within 10 m from the center of your building ? (In 3D) If not, enlarge to 15 or 20 m
Verify the nearestTerrainObjects [thisTrigger,["House","Building"],10] returns at least one building. (name the trigger and in console watch line, replace thisTrigger by the trigger's name)Be sure you apply setHit on an existing "hit selection name" (2st array in getAllHitPointsDamage's array)
okay worked thanks
- 2
-
15 hours ago, pierremgi said:In preview, escape to debug console when you point at the building. In 1 of the 4 watch lines, write getAllHitPointsDamage cursorObject (cursorObject must be the building you point at).
Copy paste in clipboard the result and see all the points (glasses here) you can break.
Read BIKI how to use the setHit command. In debug console, try to break the glass you want by code.
When you are OK with the result, add a trigger on your building, write a condition like: bob inArea thisTrigger or something else working.
in on act field: (nearestTerrainObjects [thisTrigger,["house"],10] #0) setHit [....,1];
fill .... by the string of the glass you want to break.
I dont know what I am doing wrong: (nearestTerrainObjects [thisTrigger,["House","Building"],10] #0) setHit ["glass_1", 1, true]; I just cant fix it
-
16 hours ago, pierremgi said:Yes you can. Use getAllHitPointsDamage to find your glass and break it by setHit command
The building itself can be pointed by nearestTerrainObjects on position of your trigger.
Can you explain me how to do this getAllHitPointsDamage? I dont get it how to do it.
-
So I want to hide the sidechat on trigger. Example when I have a unit talking in sidechat and the player just walks away (leaves the trigger) I dont want the unit to keep talking in sidechannel. I tried showChat false; but it just hides all channels. Maybe something that can kill the script and stol the talking or something like that idk. I tried looking for a solution but I didnt find anything. termniatescript isnt working too. Once the script actived it wont stop till it finished
-
So what I want to do is when a player walks into a trigger the window of the building breaks
-
12 minutes ago, Hans(z) said:Amount of radiation is dependent on the size of Rad zone. But Radiation from two ovelapping zones have additive effect, put enough small rad zones one on another and you should get what you want.
Nevermind just had to put like 300 down but do you know why when I put it on 2 its like 30m not 2m?
-
6 minutes ago, Hans(z) said:Amount of radiation is dependent on the size of Rad zone. But Radiation from two ovelapping zones have additive effect, put enough small rad zones one on another and you should get what you want.
Didnt work
-
How to increase the radiation with the radiatio active zone placement?
Edit: So I am trying to do is: I want like a 8m radius radioacitv zone but in the middle I get like 60 on the muller geiger and when I walk out of the 8m I 0.
-
2 minutes ago, tobias brandt said:Like stanhope said.
For the Idap Ambulance from the Laws of War DLC put this in the on activation field of your trigger:
nameofyorambulance animateSource ["lights_em_hide",1]; [nameofyorambulance,"CustomSoundController1",1,0.2] remoteExec ["BIS_fnc_setCustomSoundController"];
I love you thank you very much
-
I just don't find anything that can do that. All I want is that when a ambulance drives into the trigger that it turns on the sirens and lights.
-
7 minutes ago, killzone_kid said:You should not need to delete a variable, what are you trying to achieve exactly?
When I place like example smoke on the ground I dont want it to do smoke 24/7 I want it to go away after some time
-
2 minutes ago, Mr H. said:Set the variable to nil
Not quite sure I understand your question but all trigger commands are here https://community.bistudio.com/wiki/Category:Command_Group:_Activators
How do I set it to nil?
-
I dont know a lot of making missions and wanted to know if there is a way to delete a variable with a trigger.
I tried looking it up but I kinda didnt find anything useful and only found how to delete units.
Also where can I look up all the expressions commands for triggers?
unitCapture is not capturing what I do with weapons
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I got it working. It was not the script or my triggers it was the functions file of TedHo