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z1_

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Everything posted by z1_

  1. I also figured I need the modules to not init until everything spawned and connected
  2. That I'm not 100% sure about. I get lost on the variables when i go between local and global. Triggers condition is this and its set anyplayer/present/repeatable with this exec "zciv.sqf"; in its init Is the this condition in the trigger referring to the player or the trigger? Do I need to call it differently? I'm hoping to not have to give the trigger a variable name so I can put it on any trigger, but like i said, I don't know much.
  3. I move them all after the fact on a different line with example: _item0 setPosWorld getPosWorld this; With that, I'm trying to move it to where the trigger is. That not doable?
  4. UPDATE: So I gave up on that for now, and am trying to wrap my head around adding a single civ module, waypoint, and spawn, and sync the trigger in editor to the civ module that the script spawns. The code below runs without error, but nothing actually happens. Sure I'm missing something. Most my knowledge on Arma scripting is very fragmented, could use some help. Just spawning them all in the same spot atm until I get it working. This is mostly for my understanding, there's a million civ scripts out there. I'm sure I could pull it off with actual units a lot easier, but I'd like to understand how to get these modules spawned, synced, and running correctly via script. running it on the trigger activation as this exec "zciv.sqf"; _group = createGroup sideLogic; _item0 = createUnit ["ModuleCivilianPresence_F",[0,0,0],[],0,"CAN_COLLIDE"]; _item0 = group _group _item0 synchronizeObjectsAdd [this]; _item0 setPosWorld getPosWorld this; _item0 setVectorDirAndUp [[0,0,0],[0,0,0]]; _item0 setVariable ["objectArea",[100,100,0,true,-1]]; _item0 setVariable ["#onCreated",compile true]; _item0 setVariable ["#onDeleted",compile true]; _item0 setVariable ["#unitCount",5]; _item0 setVariable ["#usePanicMode",false]; _item0 setVariable ["#useAgents",true]; _item0 setVariable ["#debug",true]; _item0 setvariable ["BIS_fnc_initModules_disableAutoActivation",false]; _item0 setvariable ["BIS_fnc_initModules_activate",true]; _item1 = createUnit ["ModuleCivilianPresenceSafeSpot_F",[0,0,0],[],0,"CAN_COLLIDE"]; _item1 = group _group _item1 setPosWorld getPosWorld this; _item1 setVectorDirAndUp [[0,0,0],[0,0,0]]; _item1 setVariable ["objectArea",[0.1,0.1,0,false,-1]]; _item1 setVariable ["#type",1]; _item1 setVariable ["#capacity",3]; _item1 setVariable ["#useBuilding",true]; _item1 setVariable ["#terminal",false]; _item1 setvariable ["BIS_fnc_initModules_disableAutoActivation",false]; _item1 setvariable ["BIS_fnc_initModules_activate",true]; _item2 = createUnit ["ModuleCivilianPresenceUnit_F",[0,0,0],[],0,"CAN_COLLIDE"]; _item2 = group _group _item2 setPosWorld getPosWorld this; _item2 setVectorDirAndUp [[0,0,0],[0,0,0]]; _item2 setVariable ["objectArea",[0.1,0.1,0,false,-1]]; _item2 setvariable ["BIS_fnc_initModules_disableAutoActivation",false]; _item2 setvariable ["BIS_fnc_initModules_activate",true];
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