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priglmeier

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  1. Never mind - I see the official missions use Warlords Response Teams for this purpose and no triggers.
  2. So in testing I was using only a single spawn. In the game I was using this for each trigger spawn point aka "splarge##": marker_spawns = [splarge01,splarge02,splarge03,splarge04,splarge05,splarge06,splarge07,splarge08,splarge09,splarge10,splarge11,splarge12]; Apparently this is an issue, since it does not work the same as: marker_spawns = [splarge01]; Not sure why SQF doesn't like this? No errors in the game or logs. It works some times in a test with a separate trigger. Doesn't seem consistent at all in the game ... I thought I figured this out but ???
  3. These are not linked to any waypoints. Trigger is basic and is synced to a Warlords Sector. (I have also tried just having it as a stand alone trigger - not synced) Any Player Present and null=execVM "SpawnEnemyUnitsLarge.sqf"; So the issue is: The script runs. No errors on screen or in the logs. The units do not appears to be spawning properly in SP or server games now. I only see the map markers where they should be spawning.
  4. The units do not appear in the game in SP or server. Only on the map. In a test VR room with a single player and the trigger point - script it works 100%. The units are spawned and are visible in the game and will begin shooting back.
  5. This shows the seek and destry when hovered over on the map. https://pasteboard.co/mPymoKigJUuN.png
  6. Screenshot of Arma game map where the spawned units should be https://pasteboard.co/QDHRowMfBsA0.png
  7. I have a tested and working trigger that spawns enemy units. At least it works in a VR room and I did have it working in Eden in SP... now I question my sanity here. 🙂 When I tested this in Eden in SP mode, MP or on the dedicated server I get black map markers which are tagged as "Seek and Destroy" with a black upside down V icon??? No idea why. I thought perhaps I needed to change the script exec to global or server only in the trigger, but that had no positive effect either. Very odd. @Gunter Severloh got any thoughts? Thanks Trigger is basic and is synced to a Warlords Sector. (I have also tried just having it as a stand alone trigger) Any Player Present and null=execVM "SpawnEnemyUnitsLarge.sqf"; The basic script is doing very simple tasks: // DETECT player's side and deploy 20 opposing units // SWITCH COMMAND - Checks if the given parameter matches any case. // Trigger conditions,: set it to OPFOR/BLUFOR and Present // // Local execution for trigger: // null=execVM "SpawnEnemyUnitsLarge.sqf"; ... switch (playerSide) do { case west: { systemChat "You are BLUFOR - WEST --> Spawn EAST OPFOR units"; attackers = createGroup EAST; fighters = attackers createUnit ["O_Soldier_SL_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"]; fighters = attackers createUnit ["O_Soldier_A_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"]; fighters = attackers createUnit ["O_Soldier_AR_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"]; ... and so on
  8. Arma custom mission question: Issue: There are enemy units created for some locations (warlords sectors) on the map, but it is not consistent. Some warlords sectors have zero units. What sets warlords sector troop value? I need to edit this or whatever default parameter sets the units created at a warlords sector. I have created the proper Warlords Sectors and linked them on the Malden map. In general everything is working. I have searched for this for 2 days now and found nothing. (really annoyed with arma docs right now to be honest --> a 10+ year old game should have great docs) I know I can set triggers and I have done this, but I want to set the default values for all the warlords sectors also. Something like: village gets 10 units, town = 20-30 and city = 40+ Thanks! 🙂
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