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Everything posted by viel.kuul.10

  1. For a couple of days I try to make a script that will show me the message usually after the battle, not only how many were killed and which soldier (rifleman, grenadier, heavy gunner etc.), but in which group (1-2 Bravo, 2-4 Charlie or _group1, _group2 etc. )? I have already solved the number of dead and the type of fighters, but I am not succeeding as far as the groups is concerned. private _sectionleaders = []; private _grenadiers = []; private _riflemen = []; private _aliveWest = allUnits select "_group1","_group2" {side _x isEqualTo WEST && {alive _x}}; { switch (typeOf _x) do { case "B_Soldier_SL_F": {_sectionleaders pushBackUnique _x}; case "B_Soldier_GL_F": {_grenadiers pushBackUnique _x}; case "B_Soldier_F": {_riflemen pushBackUnique _x}; }; } forEach allDeadMen; hint format [ ">>> DEAD UNITS <<< Section Leaders: %1 Grenadiers: %2 Riflemen: %3", count _sectionleaders,count _grenadiers,count _riflemen];
  2. I managed to split this script into three parts or three hints individually.
  3. How can I divide this script into three parts? Each side with its own hint? The hint doesn’t load whole because it’s too long, especially after a big battle.
  4. Hey, I don't want to argue. I wrote everything clearly here what I want in the game. So it's not clear to me what's not clear to you, lol. I asked something so if you don’t want to help, then you don’t have to. I put _entity in this script to recognize the vehicles when they spawn.
  5. https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityRespawned Really? I speak English, not Chinese! I feel like I'm talking to an alien. As usual you avoid answering my questions directly.
  6. I think I have already solved this by incorporating _entity among the params. Now this looks like this: params ["_unit", "_entity"]; Which is the event among the addMissionEventHandler that helps count all living units? Can you help me?
  7. I have tested that with the vehicles. Scripts work when it comes to only vehicles that are already located in a terrain but do not recognize those that have spawned.
  8. It works, thanks! I'll get back later when I test that with the vehicles. If I’m not asking too much, can you embed a script about all living units in this existing script?
  9. The trigger is named by trigEnd, activation: type none, activation any player, activation type present, repeatable checked. Expression: condition this, on activation nothing, on deactivation also nothing.
  10. Only this in the condition.
  11. I made init.sqf, put a trigger named trigEnd in my mission to activate this script. But I can only activate once and I would like to activate repeatedly. How? All vehicles, from cars, tanks to helicopters, planes. Vessels, aircraft, everything.
  12. It works, thank you. I have to admit I was lost in your script. But I'm learning something new. But there is a small problem, I can activate this only once. I tried in the trigger to check repeatable but it doesn't work. Can you embed some vehicle destruction script in your existing script?
  13. Iam in a singleplayer. In one mission I use the Greek army. In fact, I haven't named Greek units yet, but I plan to name them with, for example, group1, group2 ... etc. Also I intend to extend the script to other units like spawned and enemy. What I want is to know in which group the soldier was killed, it would make it much easier for me to search for bodies on the terrain after the battle. Otherwise I wander on the terrain and I guess the soldier was killed maybe in this or that group, if you understand me. I run my own statistics in Excel outside the game. There’s my whole script about Greek army. I have also for the enemy army. I haven't installed that script for the groups yet.
  14. Does not work. Can you make a complete script out of this? I named the groups with _group1 and _group2.
  15. I want the hint to be displayed when I enter the trigger and to write similarly in the hint: DEAD NATO UNITS Group 1: Squad Leaders: 1, Riflemen: 1 Group 2: Grenadier: 2, Riflemen: 4 In group 1 there are two dead (1x Squad Leaders 1, 1x Riflemen), and in group 2 there are six dead (...). The reason why I want this is that after the battle I know how many soldiers were killed, what type of fighters but I don't know in which group, in which unit.
  16. I want to make a big Sector Control mission in the editor and then export to Singleplayer to play. I put a lot of Sector Control Modules on the map in the editor, I set Spawn AI Modules for BLU and OPF and exported to Singleplayer, in the beginning everything worked as it should, AI spawns, moves, fights with each other and conquers Sector Controls by map, then after I clicked Save & Exit to continue this mission later. But after reloading the save game I noticed that me and the AI (BLU and OPF) can´t capture Sector Controls. Sector Controls do not change color, they remain gray. The modules seem to have stopped working after the reload and need to be reactivated via script? How can I reactivate this? I wish I could save this mission so I could easily reload and continue later. Not that I have to play the whole mission in one piece. This is very important to me! If anyone can help, I will be very grateful.
  17. It seems to be a serious bug. There should be no problems with the save / load function, because the actions in ARMA III are time consuming. How can I report this bug to Bohemia?
  18. Can you test your own mission with the listed scripts and tell me which one works? Maybe I set the scripts wrong. How did you achieve that? Can you clarify?
  19. I just did that. I downloaded one sector control mission and played, after I reloaded, the mission is not working properly.
  20. I also tested it with the Warlords module, nor does it work properly after reloading. There seems to be a problem in the modules. If I make a mission with the modules, they immediately work perfectly only until I save the mission and then reload. Then the modules no longer work. Strange. I will try to download and test a sector control mission.
  21. In the last five days I have been researching and testing all possible scripts to reactivate these modules after reloading. I tried with addMissionEventHandler Loaded, setCaptive, triggerActivation etc. I have tried now with this enableSimulation true. But nothing reactivates. I have a headache from this, because this is very important to me.