CPT_ALPHA
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Hello, and thanks for reading this section. I have a question and I don't know if it happens to more people, but when we try a mission, when receiving damage the character "Auto-heals" but it is only visual and also the damage does not appear, but if he is injured. We are using the Ace Medical, KAT and AWR. Attached the configuration that we have, I don't know if it can be of any use. Many thanks in advance to those who take the trouble to help.
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The activator only activates with me
CPT_ALPHA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good day or night everyone. I have a question. I'm making a quest trigger, which is activated when a player (Anyone, not a specific one), steps on a trigger. The problem is that it doesn't activate when another player steps on it, it only activates with me. I have 2 triggers: 1. Activator: this When activated: triggermision1 = true 2. Activator: call{(triggermision1) && (player inArea Mision1)} When activated: triggermision1_1 = true And after that, in theory a dialogue should be activated for the player who is on top and the task is activated. Both only activate when I press it. Many thanks in advance to everyone who helps me. -
A trigger that activates when an opfor unit is killed by the player?
CPT_ALPHA replied to Meyumi39's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, if you mean that an activator is triggered, when an AI dies, you can use the !alive. In the activator put: !alive objetive; I don't know if that's what you meant. -
How to integrate a trigger in BIS_fnc_initLeaflet?
CPT_ALPHA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to insert a trigger inside a "BIS_fnc_initLeaflet", which displays an image when I press space in a document. I have the following code, but it doesn't triggermision1, it doesn't affect it. ["init", [this, "MISION 1.jpg", "INFORMATION", {triggermision1 = true;}]] remoteExec["BIS_fnc_initLeaflet", 0 ]; Thank you all. -
CPT_ALPHA started following Infinite ammo and random target and AI AA doesn't shoot at planes arma 3
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AI AA doesn't shoot at planes arma 3
CPT_ALPHA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I'm making a ww2 map and I want a group of flak 30 or 38 to shoot at C47 planes when they pass by. The issue is that they don't detect them when they fly over, but hopefully they shoot them when they have passed by and they only fire 2 or 3 shots. Within the game I did the following: - Modify the values to the maximum in terms of detection and aiming. - Switch to "In combat" and "Open fire" to all AI. - Set as "Destroy" one by one to an AA against a plane. Outside of the game I did the following: // Set the AI detection distance (in meters) _detectiondistance = 100000; // Change this value to whatever you want // Get the specific group of units to which you want to apply the adjustment _myGroup = group AA; // Replace "leaderunit" with the name of your group's leader unit // Get the units of the specific group _units = units _myGroup; // Iterates through the units in the group and sets their position at a greater distance { _x setUnitTrait["awareness", 1]; _x setUnitTrait["vision", 1]; _x setUnitTrait["targeting", 1]; _x setUnitTrait ["spotDistance", _detectiondistance ]; } forEach _units; I tried to increase the view distance and force the maximum, but still nothing. And called it with an execVM. But none of the above works. The only thing the AAs do is turn when the planes have already passed over them and shoot 1 or 2 times and nothing more. Thanks for any help. -
Hi. I have a problem. By making a dedicated server, where I host. Some players don't get it and are frozen after choosing Slots, loading the map. Does anyone have a solution? Thanks in advance.
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------------------------------- Thanks, works great. I had also thought about the initplayerLocal, but I didn't apply it. I'll try it later, when someone connects Take advantage of the fact that you know about that, do you know how to make it disappear when I save an item in a box and also add money? Condition: [Box1, "Item_Money"] call BIS_fnc_hasItem; When activated: Box1 removeItem "Item_Money"; cash = cash +1000; There is another condition, which I found would be the next one, I just don't know how to apply it exactly. Maybe in the init? _items = items player; if ("Item_Monet" in _items) then { }; Thank you also, for the above.
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Good night/day. I have a question regarding a script that I am using. The issue is that when a player takes a Barrel to a certain area, I want it to add an amount of money to his account. In addition, with an addAction you can check how much money you have at that moment. It's a simple script, I don't want to handle buying or selling either, just adding money by taking a barrel (Not one, but all the ones I find) to a certain area. I have an init with the following code: cash = 0; player addAction ["MONEY", {hint format ["MONEY: %1", cash];},[],6]; And within the game, mark an area with the following code: Condition: this && (count( nearestObjects [thisTrigger, ["Land_BarrelSand_F"], 4, true] ) >0 ) When activated: deleteVehicle ( ( nearestObjects [thisTrigger, ["Land_BarrelSand_F"], 4, true] ) select 0 ); cash = cash +96000; The code works, the current money can be shown with a hint, and when a barrel is taken to an area, it adds the money. But I have 2 problems: 1. The addaction is displayed in the middle of the screen to display the money once, ok. But when I open and close inventory, it reappears in the middle of the screen, and when I pick something up, it reappears and is annoying. I want the addAction to not look like a pop-up, but only appear when called. Last but not least, if it is not possible, how can I set up a cash register, so that the money they carry is shown there? 2. Money only appears to the game host. If a player carries the barrel and collects the money, this is only added to me, the others continue to see 0, since they carried the barrel. Could it be because of the init? And how can it be solved? Thank you to everyone who wants to help me, from the bottom of my heart.
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For what it's worth, what I want to do is if I bring a "Table" to a "place", that table has a monetary value. A cash with starting value 0 in an init. This increases when the table is left in X place.
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Hi, I want to ask a question. How can you call an object in a place? Example: Call "Land_Table_EP1" in a place "Site" My idea is that if a type of object is in a place, X thing happens. I thought with: if {"Land_Table_EP1" inArea "Site"} ... But it does not work. The idea is that it is not a variable, because I would have to put a variable to 40 objects and create 40 "If". I would appreciate any help.
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Does anyone know how to add a note in the editor, but without it being inventoried or collected? I mean that it can only be read without taking it. Maybe it's simple and I haven't realized it. Haha. Thx. PD: An example of what I need is shown in the attached video. https://youtu.be/EI047z1ALKA?t=24
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Convoy at a certain time and speed
CPT_ALPHA replied to CPT_ALPHA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your answer. But there is a way to happen at a specific time. Like: "At 15:00 a convoy will pass through a street" and we have to watch the clock so that it does not go by, if we arrive before time we will have more time to prepare, than if we arrive late. I don't know if I explain myself. i mean. A speed limit for everyone, because a truck is faster than a tank, even if everyone is "Safe". -
How to make vehicles pass at a certain time through a place and on top of that. Leave a fixed speed ?. The idea is to make a convoy pass at a specific time (By In-game clock) and go at a fixed speed. Thank you all.
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Does anyone know how to make a static weapon AI shoot random targets (grasscutter or target oteo) and also have infinite ammo? The objective is to make an MG 42 shoot infinitely at the beach (as if it were D-Day), and at random targets, and to do the same with a mortar and a Flak. I use the FoW and the IFA. Thanks.
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CutText single player only trigger in COOP
CPT_ALPHA replied to CPT_ALPHA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the trigger: Type: Nothing Activation: Owner only (Synchronized with the player I want the message to appear) Trigger Type: Present Repeatable: No Server only: No Condition: This Will I have something wrong?