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Varn

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About Varn

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  1. I've been playing around with Support modules and am having an issue: they don't work. I've tried with both real and virtual modules, although just artillery for now. I sync everything up, and it gives me the option to call in supports, i can select the unit, round type, and number of rounds. I call it in, it gives me a radio message saying they are firing and it even gives me a time to impact marker on my map. But the unit never actually fires/the rounds never land. I know I've read that Supports were broken in some forum posts, but those posts are years old. Are they still broken?
  2. Understandable, but it still works in my case. I only have 4-5 players and they have no AI on their team, and IND is friendly with RED, and the RED unit won't show up until a bit after the IND controlled areas. There are only going to be a few dozen non-civ units in the map. Again, thanks for all the help. I'm crap at learning code, but I can generally figure out how stuff sort of works if I can pick apart something that already works.
  3. Well that's kind of exactly what I want to happen. My players are all trigger happy retards, so I look forward to having all the locals turn on them once they "accidentally" shoot one. I take it I can add multiple event handlers all linked to separate trigger areas to simulate different populations far away still remaining friendly by just copy pasting the code with different "AO" entries? Or is it going to turn all the units on the map and not just the ones in the trigger area? In which case I guess if I wanted to get squirly I could make another trigger to change them back
  4. addMissionEventHandler["EntityKilled", { private _killedUnit = _this select 0; if(((getPos _killedUnit) inArea _AO) then {_allIndforGroups = allgroups select {side _x isEqualTo resistance}; _allIndforGroups apply {_grp = creategroup west;units _x joinSilent _grp}; }; }]; I probably messed up the syntax there, but would that work if I stuck that in the init.sqf and had a trigger that covered the whole mission area named "AO"?
  5. How do I make this DO something though, like initiate a trigger or execute the change side code? If I'm reading this right, it should go where the "systemChat" bit is, but I have no idea what the proper command or syntax should be.
  6. I've never used Event Handlers before, and the fact that I'm not seeing any module for them in the editor tells me that I'm probably way further in above my head than I originally though.
  7. As a sort of follow up to this, is there a way to have a trigger fire when ANY unit is killed in a given area? Or would I need to put every unit in an array and have the trigger check the array? Would it be any easier to set a trigger to fire when a unit from a specific side is killed anywhere on the map for it to set the trigger off? The idea is that if any of my player kills a Civilian or Independent unit (which start friendly to them) then it would trigger a side change to make them hostile. I've got the side change down using: _allIndforGroups = allgroups select {side _x isEqualTo resistance}; _allIndforGroups apply {_grp = creategroup east;units _x joinSilent _grp}; And it seems to work, but I'm not sure how to trigger it (easily) without a very long list of "!alive unitname or"
  8. THAT worked. Thank you very much to the both of you for putting up with me.
  9. I'm getting an error "Invalid number in expression" for the count trigger And this will be for an online multiplayer mission hosted on my machine
  10. Does that mean I need to run the code in a separate sqm file using execVM in the trigger?
  11. Using ACE to load them into vehicles. If they need to be unloaded to count then that's not a problem.
  12. I have no idea what any of this means. Could you please break it down and explain exactly where what bits of code are supposed to go?
  13. I plan on using a mixture of IDAP supplies (boxes, food stacks, water pallet) and ammo crates. The idea is that the players are raiding supply caches and need to take the supplies back to their base. I'm even thinking of including a few special vehicles for them to capture (water/fuel truck or ambulance). Preferably I'd like the items to count even if they are stored as cargo in a vehicle, but if they need to be unloaded that's not a problem.
  14. Alright, I'm going something wrong. For testing purposes I set it up with 4 items name o1,o2,o3, and o4. _itemsTotal = [o1, o2, o3, o4]; Count _itemsInArea >= ((Count _itemsTotal) * 0.75) I have that in the "Condition" box on the trigger, with the trigger set to give a hint so that I know if it went off, and it's not going off.
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