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KlashX

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About KlashX

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  1. Thanks Opus, I'll try out your script! Shacktac's Arma 2 gameplay videos were one of the things that convinced me to get into Arma 3; it's some excellent content!
  2. Hi guys, I'm new to Arma 3 scripting and am trying to build a mission where two hostage players are being traded between two sides, while a third tries to intervene. (A remake of Shacktac's "Dark Business", if you're familiar with the gametype.) I want to avoid putting a Zeus referee up to "Call the game" when a team recovers these hostages. I'd like help writing the trigger activation condition for what, clumsily, I would summarize as: Hostage1 and Hostage 2 in thislist OR (!alive Hostage1) and (Hostage 2 in thislist) OR (!alive Hostage2) and (Hostage 1 in thislist) I've read that you can group units to a trigger and have seen the "Owner Only - Present" defaults in the trigger menu of the Eden editor, however I'm fairly certain that if one of these players enters the area and the other is still alive somewhere, it will fire anyway- leaving a hostage out in the cold. Am I wrong about this? Would one of you fine people help me format this trigger activation condition properly instead? Thanks!
  3. In testing, I had tried two different things- one was teleporting the Zeus player (Civilian faction) into an IFA/LIB C47 directly using the enhanced zeus "teleport players" tool which did not work (I suspect because the activation for the trigger was Indfor present, but no idea) The second thing I tried was starting the game as a pilot in one of the aircraft- this didn't work either, but I really am not sure why. The last thing I did was teleport the Zeus player (Indfor faction this time) into the aircraft using the same teleport players tool and now suddenly it works perfectly. Thank you for helping me troubleshoot this!!!!
  4. Thanks Harzach, I have been testing it by hosting in a local multiplayer environment. Activation parameters are "Any Indfor Present" checking at 1 second interval. It's not set to server only; should it be? Thanks again for the response!
  5. Hi guys, I'm creating a set of aircraft that will be doing continuous flyovers of the game area, resetting outside of the map on a small set of randomized sphere objects and flying back in in a continuous loop. Eventually these aircraft are going to be mobile spawn points for players to use as part of a D-Day airborne assault. My goal will be for the aircraft to teleport whether there are players in them or not, but currently they will not teleport if a player is inside. That's what I need help with- here is my script. Condition: airspawn1 in thislist On Activation: airspawn1 setposATL (getposATL selectrandom [aircyclestart1,aircyclestart2,aircyclestart3,aircyclestart4,aircyclestart5]); airspawn5 setfuel 1; airspawn5 setdamage 0; The aircraft fly in the loop, trying to reach a move waypoint past the trigger area that fires the above. Everything works great until a player is in the aircraft. Any advice? Thanks!
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