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Babylon1984

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About Babylon1984

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  1. Hello everyone! First of all, thank you to all those who have shown interest in this post. I think this will help other people. It's a shame, it would have been cool. ๐Ÿ˜‰ Thank you, pierremgi, your solution is very logical. I had already seen these two functions, but I didn't know how to use them. Your script checks, on the one hand, if the pilot of the plane is a player and, on the other hand, if it is an AI. If the plane is damaged to more than 0.1 then... If human player, we call the function bis_fnc_planeEjection If AI player, we call the function bis_fnc_planeAIEject ๐Ÿ˜ Awesome!! ๐Ÿ˜ After the pilot has passed with his plane "Raptor1", on the waypoint that contains the global variable: - On Activation: AI_PILOTE_EJECT = true; My trigger will be: - Variable Name : Raptor1_wreck - Condition : AI_PILOTE_EJECT - On Activation: Raptor1 setDamage 0.9; if (isPlayer driver Raptor1) then {Raptor1 spawn bis_fnc_planeEjection} else { Raptor1 setDamage 0.1; Raptor1 call bis_fnc_planeAIEject}; The pilot will eject from the jet with his seat and parachute! ๐Ÿ˜ All that remains is to go and rescue him! ๐Ÿ˜ƒ I wanted to thank you for your valuable help regarding the ejection of pilots in ARMA 3. Thanks to your solution, I was finally able to solve this problem that has been bothering me for a long time. Everything works perfectly now, and it's really cool to see the results.
  2. Thank you for your response, This is not a modded aircraft. I checked the function of this command BIS_fnc_ejectionSeatRelease in: https://community.bistudio.com/wiki/BIS_fnc_ejectionSeatRelease It states: onlyforplayer = 1; This is an additional option for the player only. and not for the AI pilot. You will have to look elsewhere.
  3. First of all, thank you very much for looking into this for me. Unfortunately, it doesn't work. It has the same effect: the pilot is ejected from the plane, but the seat remains inside the aircraft. This command would be ideal for a helicopter pilot, but not for a fighter jet pilot. Another command? Maybe? Cheers!
  4. Hello everyone, I would like to create a mission where the goal is to rescue an aircraft pilot. In the introduction, the pilot will need to eject from the aircraft using the ejection seat. I'll handle the rest! The idea is to use a pilot with a waypoint circuit. For example, when he reaches his third waypoint, he will eject. Here's how I've proceeded so far: The pilot : - Variable Name : Pilote01 - Init: this setIdentity "Pilote01"; The aircraft : - Variable Name : Raptor1 - Init: this setIdentity "Raptor1"; Inside the third "MOVE" waypoint : - On Activation: AI_PILOTE_EJECT = true; A trigger : - Variable Name : Raptor1_wreck - Condition : AI_PILOTE_EJECT - On Activation: Raptor1 setDamage 0.9; [Pilote01, Raptor1] call BIS_fnc_ejectionSeatRelease; Unfortunately, if I use the command call BIS_fnc_ejectionSeatRelease, the pilot is ejected from the aircraft but without his seat and without a parachute... There must be a way to replace this command? Thank you in advance.
  5. Yes I understand better, too bad the "all" command doesn't exist, it would have been cool. Thank you for your answers.๐Ÿ˜
  6. Yes, you're right about findIf, it's not the quantity. The trigger will activate only if all three mentioned units are absent from its radius. I am using this condition: !(unit1 inArea thisTrigger) && !(unit2 inArea thisTrigger) && !(unit3 inArea thisTrigger) But if I want to use a command like this one: x_ inArea thisTrigger to do the same thing. I had thought of that: [unit1, unit2, unit3] all {!(_x inArea thisTrigger)} Unfortunately, it doesn't work...
  7. I appreciate this one: ([unit1, unit2, unit3] findIf {!(_x inArea thisTrigger)}) isEqualTo 0 or with the opposite effect: ([unit1, unit2, unit3] findIf {(_x inArea thisTrigger)}) isEqualTo 0 ๐Ÿ˜
  8. Hi, ๐Ÿ˜Š Use this: unit1 inArea thisTrigger && unit2 inArea thisTrigger && unit3 inArea thisTrigger
  9. Dear Larrow, I wanted to thank you for your help with my question on the forum. Your solution worked perfectly and now, i was able to reactivate my trigger in Arma 3. ๐Ÿ˜‹ I really appreciate your assistance and I am grateful for your help. Best regards, ๐Ÿ˜ Babylon
  10. Hello, This is my first post on this forum. I am trying to disable a trigger and reactivate it using another trigger. Currently, I am able to disable the trigger, but I can't find a way to reactivate it. On the map, I have placed two entities. Entity 1 (mine) is called "ap1". In its init, I have put: this setIdentity "ap1"; The second entity is called "bob". In its init, I have put: this setIdentity "bob"; It will be used by the artificial intelligence. It is in the same group as me... I have added a trigger that starts at the beginning of the game. Variable name: ReloadAI_bob Repeatable: checked Condition: true && round (time %60) ==1 and (({_x == "30Rnd_762x39_Mag_F"} count magazines bob) <= 1) On Activation: bob addMagazine "30Rnd_762x39_Mag_F"; This means that "bob" reloads every 60 and 1 seconds when he has a magazine left in his inventory. I then added another trigger that will disable the "ReloadAI_bob" trigger, so it will no longer be allowed to have additional magazines. Variable name: desactivation Size: 3/3/0.50 Shape: Rectangle Activation: player or BLUFOR Activation type: Present Condition: this On Activation: ReloadAI_bob setTriggerStatements ["FALSE", "", ""]; So far so good, when I walk inside the "desactivation" trigger surface, the "ReloadAI_bob" trigger stops. ๐Ÿ˜€ If I want to reactivate the "ReloadAI_bob" trigger at some point in the mission, with the help of another trigger, what should I write? I have a 3rd trigger (which will be used for reactivation) Variable name: ReloadAI_bob_enable Size: 3/3/0.50 Shape: Rectangle Activation: player or BLUFOR Activation type: Present Condition: this (or triggerActivated desactivation) On Activation: ?????? What to put in "On Activation": ????? ๐Ÿ˜ฅ I would like something simple, no .sqf file please. Thank you for your answers, so precious. ๐Ÿ˜‰ Babylon
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