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Bobobski
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Posts posted by Bobobski
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I don't think you need additional global variables if you want specific objects to activate triggers, we already have global variables that we can attach to objects in the form of an object name (player1, unit1, etc.).
For example, to get a unit named 'unit1' to activate a trigger when it enters a trigger area put:
unit1 in thisList
in the trigger condition field. If you also want the activation of this particular trigger to be dependant on a second trigger being active at the same time, then give that second trigger a name also, e.g. 'T2' and now add that to the first trigger's condition line thus:
(unit1 in thisList) && (T2)
That should work, and I don't think you need the brackets, but I like to add them anyway to visibly separate out conditions.
Camera (setting the angle to look down)
in ARMA - MISSION EDITING & SCRIPTING
Posted
I cant answer your question directly, but I've just got into camera scripting and I've been using the position points that come as part of the invisible targets objects in the add on 'Map Misc' by Mapfact  (www.mapfact.net) to good effect. These are basically invisible markers that show up in the mission editor but not in the mission map, you can name them, setPos them to any height you want by editing their init fields, and give them some of the same attributes as other objects.
What I do is place them on the map where I think I want the camera(s) to be and then setPos them to the height I want them (http://community.bistudio.com/wiki/setPos), you then end up with camSetPost and camSetTarget lines that look like this:
_cam camSetPos cam1
_cam camSetTarget cam2
where 'cam1' and 'cam2' are the names of the two position points placed via the mission editor. When you run the script, the cameras get spawed at these markers, and the great part is that you can then switch back to the editor, physically move the position points, change the height, re-preview and see how the changes work visually on the cut scene.
If you setPos cam1 in the example above higher than cam2, then you will have a looking down effect which can easily be adjusted, panned, zoomed etc. via scripting - angle too great? No problem, set the height of cam1 closer to that of cam2 and re-preview. Once the cut scene is over you can delete the markers, move them somewhere else, reuse them, or just leave them where they are.