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avibird 1

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Everything posted by avibird 1

  1. avibird 1

    (BUG) Tank shooting himself

    Sometimes mods just don't work with other mods. This is part of Arma and sometimes mods that work don't work anymore after updates also part of arma.
  2. avibird 1

    GUYS PLEASE HELP

    Hey you really need a better thread title so people who can help understand what you need help with besides saying I need help. I'm not fully understanding your mobile headquarter unit whatever that is somehow moves when missions start. 1. How are you placing it on the map either through script or editor placed units 2. Do you have any code lines making waypoints for it 3. Does this unit respawn or only one time use. You can try using a DoStop command this will usually prevent the units from moving into formation or out of edited place positions but it will not prevent movement like disabled path command. Can you just recreate the mission from scratch and see if you still have the same issue.
  3. I use two radio triggers to display how many OPFOR and IND units are in the mission and how many are still alive during a mission. This is mainly used for testing missions as well as intel information during a mission. in a trigger Trigger activation Type- NON Activation- RAIDO Activation Type Present Repeatable Trigger Expression Condition call{player == P1 || player == P11 } on Activation call{hint str ({side _x == east && {player distance _x < 9000}} count allUnits); } I have a second trigger setup for IND Trigger Expression Condition call{player == P1 || player == P11 } on Activation call{hint str ({side _x == INDEPENDENT && {player distance _x < 9000}} count allUnits); } Is there a way to setup only one trigger to count both OPFOR and IND units ?
  4. I can't figure out how to setup a area trigger to make mortar units to get out if a bluefor unit is in the area using a getout waypoint or dismount command. I have a enemy FOB with motor units surrounded by sandbags stacked 3 high. Once all the other enemy units are eliminated in The Base killing the motor units are like shooting fish in a barrel because they don't dismount and engage.
  5. After testing playing for awhile using the doGetOut command the mortar units will get out if blufor present but will get back in after a few seconds only. Need to find a better way to get them back in when only blufor is not present.
  6. @Larrow what did you do different. In the old version I have no syn is need. With this new version can you select which support each unit has by syn the unit to which one you want that unit to have. One of the issues I have is you can limit the number of uses as long as you don't team switch out. Once you team switch out and team switch back in to the unit that has access you get all the numbers of uses back. I wish there was a way to limit the number of uses regardless if you team switch out or not. Avibird
  7. If you want the mortar units to getout and never get back in use this M1 leaveVehicle MG1; M2 leaveVehicle MG2; M3 leaveVehicle MG3
  8. I figured out a working code that will allow the mortar units to getout of the mortar if any bluefor units are in the area once bluefor is eliminated from the area the mortar units if still alive will get back into the mortar and continue to engage units are in its range to fire rounds. coode is very simple doGetOut [M1,M2,M3]; Setup for the trigger is trigger transformation the size of the area you want trigger activation type none activation blufor activation type Present Repeatable CONDITION call (this) On Activation doGetOut [M1,M2,M3]; If anyone else needs this Avibird
  9. Need some assist. I use this two commands in units init to stop movements of units within a group for placement in the AO at mission start. the dostop the units in a group will still move but not at mission start the units will still move to engage the enemy at some point. The DisableAI will not move to engage at all . I use the these commands in a trigger to delete the commands call{_units = [AI1,AI2,AI3]; _units apply {_x enableAI "PATH"};} and all the group members will move again but this commode in a trigger does not work to delete the commode call{{ _x doFollow (leader _x); } forEach [AI4,AI5,AI6];}. I can setup a trigger for a distance or if a unit in the group is killed. How can I remove the call{{ _x doFollow (leader _x); } forEach [AI4,AI5,AI6];} to allow the group to move or follow its waypoints. it works great with the call{_units = [AI1,AI2,AI3]; _units apply {_x enableAI "PATH"};} but can't remove the call{doStop this;} this two commands to stop unit movements into formations at mission start. call{doStop this;} call{this disableAI "PATH";}
  10. This is for coop play/MP. I am not sure why I write the code this way I don't know any other way lol. I don't really read or write code I can merge codes together to get what I need. DoStop command is very different the disable path. DoStop works when I want to split up a group into different areas at mission strat. The units will move to engage when contact occurs but the group leader will hold its position but other units in the group will move. This works great with sentry hold and guard waypoints. With the disable I usually have a trigger setup that will remove the command if a units is killed or a unit moves into a trigger area. I can't remove the DoStop using a trigger like I do with the disable path command. I don't know if the commands work the someway..I just want to setup a trigger to remove the command if a unit is killed or a area is reached by a unit. Hope you understand. Can you explain why I should not use call {..}
  11. I know the old trick to get a group of civilians to fight one side using group and presence zero trick but I want the whole side of civilians to fight all other groups a four way battle. I found this information. Two way hostility with civilians To make a civilian a potential target to other sides, you can either: make the civilian a renegade by using the addRating command. This will make him a renegade, meaning an enemy to everyone including other civilians. _civilian addRating -10000; // this will cause sides to shoot civilian, but not civilian to shoot back - for that, use setFriend ⓘ the renegade rating threshold is below -2000 (e.g -2001, -5000 etc).
  12. Hello I know how to setup codes to open gates and doors using vanilla assets with triggers but can it be down with a custom building. The building has two large hanger doors that go up and down but I don't see it labeled in model. I don't know if the animations are hard coded this building come from a mod. It works perfect if you select to open or closed the doors. I just want it to work on a trigger for the mission. Avibird. This is the mod https://steamcommunity.com/sharedfiles/filedetails/?id=2597865629
  13. Harzach I understand that but then civilians will fight each other. I don't understand why an option was never initiated by Bohemia to set civilian faction as you see fit.
  14. I found this code setup. // Sets civilians hostile towards blufor civilian setFriend [blufor, 0]; // Sets blufor hostile towards civilians blufor setFriend [civilian, 0]; You can execute that from init.sqf for example. Why can't this work for all three bluefor Opfor and IND. I don't see where it says you can only use for one group. I don't know if something is hardcoded that will prevent the use of this code for multiple groups. Can't test now. Does anyone know the answer to this.
  15. Hey pierremgi yes it's that building and yes I attempted for both doors. I can't get the trigger to open doors. The funny thing is without a trigger and if you give a vanilla waypoint to a unit to go inside the building it will open the door. What I am trying to do is to get two units on sentry waypoints inside the building follow with a get in waypoint and then a guard waypoint outside of the building. Yes the units get activated ie sentry waypoint they will enter the Titan get in waypoint ( walking tank platform from Tiberian Genesis mod) then it will move out of the building with the guard waypoint. The idea is to kill the units before they get into the Titan. Maybe a conflict with another mod I have in this mission IDK.
  16. Hey brother can't get it to work at all. Bld1 animate ["open_door1",1,false];
  17. Hey pierremgi thanks for thanks for your response. This was the message from the mod author. Thanks for your interest in my mod, Avibird! I was able to get the doors to the Manufactorum to open by running "_this animateSource ["open_door1", 1, 1];" on the object while in Zeus. All of the buildings in this mod follow a similar door convention, so open_doorX will correspond to single doors or windows on each object. Double doors use the open_doorXandY format. I hope this points you in the right direction! I briefly attempted it yesterday but cannot get it to work. The idea a concept for mission design that I have in mind. In the Manufactorum building there will be a Titan and a juggernaut AT/artillery platform vehicle inside the building with two groups of 2 man with a Sentry get in and guard waypoint for the groups. With two more units in a second group outside of the building. The concept is to kill the units and get into the building before the groups inside get activated with the waypoints. The issue I am having with editor placed waypoints the units will not open the facility door but if I give a unit a waypoint using Zeus the doors will automatically open once the unit approaches the door however the door will not open when a vehicle approaches the door either with editor place waypoints or Zeus place waypoints. I am lost at this point to understand why. Avibird.
  18. Why did Bohemia keep hidden objects in the Eden Editor? It's just stupid. We can get access using mod's and spawn in objects using codes so what is the point to have hidden content that we can still use. It just make dependencies when using mod's and placement/setup using spawn in codes can be a pain the the ass and time consuming. What are you best ways or mod's that you guys use to add hidden objects into the Eden Editor.
  19. Currently I have 8 different mod's that give additional vanilla arma3 and or vanilla arma2 assets with at least half of them that make dependencies for other people. I can understand the one or two mod's that give you arma2 stuff.
  20. Game assets trees building road ect basically anything in the vanilla game that has a class name you can spawn in using codes lines. Or mod's that make the vanilla items available in the editor. There are a few editor mods that open up this all hidden objects within the editor. Which one is the best one and why did they do this in the first place.
  21. I used this for arma2 worked great however never used it for arma3 still may work or you can tweak the commands.
  22. I just came across the script I was wondering does it still work and where do I need to put the code to call it for the mission.
  23. I know I had some type of update this weekend and now the weapon switch option is no longer available to me. I need to use the 123 keys to switch my weapons in game. I don't like it I want the old way back. WTF. Is there some type of overall setting that I can switch it back to the way it was I have no idea why it switched now. I know some people stated when Apex first came out this was the new setup for weapon swapping. How can I bring it back to the old way thanks Avibird
  24. The fix is very easy if this happens anymore. I guess after the updated that I had this weekend it switched me to Apex protocol controls. I just switch back to Arma3 setup. All good in the hood. This has never happened to me with all the past updates I mean why it happened now ?
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