Koni
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Posts posted by Koni
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ahhh, I keep forgetting the AND when it is different conditions like a trigger and a distance, but always use AND with 2 triggers being activated.
Silly me.
Thanks mate :)
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I am trying to get a trigger to activate once 2 conditions have already been met, but not having much luck with it so far.
Basically the 2 conditions are that another trigger has already been activated, so I'm using ...
triggerActivated triggername
which works on it's own, then the other condition is that the player is more than 10 meters away from another unit so I'm using
player distance unitname >=10
so in the triggers condition I have
triggerActivated triggername; player distance unitname >=10;
but the trigger won't let my have the 2 conditions this way and comes up with
TYPE BOOL, EXPECTED NOTHING
Help please :)
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I know it will work, though it's a long way round of doing it, though I think for everything I want to happen in my mission there's most probably a far shorter command for getting the same results than what I am typing :D
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Yes I think I get it.....
What I had was 2 triggers, one set to "Blufor not present objective failed", and one to "Independant not present objective Sucseeded", but then I've changed the mission so if the Independants kill all US forces, instead of them just staying in that area they now move onto another location out of the trigger area, making a "Independant not present" result, giving me a objective complete after I have failed if all the US forces are dead if you follow my drift.
So what I need is a trigger set up to allow the Independant forces to move out of the area after kiiling all US forces but not bringing about the trigger set to check if they have all been killed in the first place.
One way I know of doing it would be to have the trigger set using the ! (ALIVE unitname) AND ! (ALIVE unitname) for all the Independant forces as a condition for the trigger scanning the area for US forces not present to stop it saying well done after you've failed in the first place, but thats alot of ALIVE's, lol
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How do I set up a trigger to only activate if one side is not in an area and only if another trigger has NOT triggered ?
I know to set it to side not present etc, it's the other trigger that has not to have been activated for the other trigger to fire that I can't work out.
Also, what is needed to activate a trigger if the player has sustained the amount of damage that makes you crawl if possible aswell.
Thanks
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Brilliant, thank you very much :)
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How can I set a trigger to activate when a certain number of one side is dead within an area ?
These are civilians grouped to US soldiers in a town with a presence set to 0 so they will be fired upon by Independent soldiers, but I want the trigger to activate once most are dead, but not all of them.
Thanks
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Ok thanks for the replies :)
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Should be a simple one, but I can't get it to work, or I'm using the old way of doing this.
I want to have say 3 or 4 objectives in a mission, but only the first one to be shown while the rest are hidden till I want them to become active, but they are all showing from the start...
In the Init file I have put...
"2" objstatus "hidden";
"3" objstatus "hidden";
"4" objstatus "hidden";
taken from either a post on here or some other site\guide saying how to hide objectives.
Now in a trigger that sets objective 1 to complete I have this in the On Activation box
"1" objstatus "DONE"; tskobj_1 settaskstate "SUCCEEDED"; tskobj_1 = true; publicVariable "obj_1"; "2" ObjStatus "Visible";
I have probably gone overboard getting the objective 1 to be classed as completed propperly, as it took me like 3 hours scanning the net for answers to actually get it to get checked off as completed, but that's not the issue :)
that's where I'm telling it to show the second objective.
This is from my briefing...
tskobj_3 = player createSimpleTask ["Find and kill blah blah"];
tskobj_3 setSimpleTaskDescription ["blah blah blah"];
tskobj_2 = player createSimpleTask ["blah blah blah"];
tskobj_2 setSimpleTaskDescription ["Arm yourselves and help defend Grishino", "Defend Grishino", "Defend Grishino"];
tskobj_1 = player createSimpleTask ["Try and escape"];
tskobj_1 setSimpleTaskDescription ["I have to get away from here as soon as possible and find Serina", "Escape", "Task HUD Title 1"];
The objectives get checked off propperly once achieved, but all the objectives are showing from the mission start.
Where am I going wrong please.
Thanks
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Sounds good :)
Thanks for the Original Deluxe Arma Editing Guide, without it I may have never got back into detailed mission making :D
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Do you happen to have any drives with that amount of free space on it, maybe even "two"? :pYeah, Im down to 11.9 Gig on my HDD, and drive P is also showing as 11.9 Gig, so that was why I was thinking it might be using the space as a swap file base or something, and yes it happens to be twice that amount that is listed in my add and remove programs list.
Thanks W0lle & CarlGustaffa :cool:
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I have only just just noticed BI's Tools Drive listed in my "add and remove programs" list, and it's like 23.8 Gig in size.
Do I need to keep this installed if I only play the actual game and use the editor within game ? as it is using up a lot of space for nothing really.
Also I don't understand the drive P thing, is this for swap files or something ?
Thanks
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That could possibly be the longest script I have ever seen :/
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I keep forgetting and mixing them up.
Anyway, sorted them, but still nothing works for a cutscene
This is my latest try...
ShowCinemaborder false
_camera cameraEffect ["internal","back"]
_camera = "camera" camCreate getpos marek
_camera camPrepareTarget getPos marek
_camera camPrepareTarget marek
_camera camSetTarget marek
_camera camsetrelPos [2.2.0]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 0
@camCommitted _camera
~4
player cameraeffect ["terminate";""back"]
camdestroy _camera
end1=true;
exit;
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Ok, Im pulling my hair out on this one.
Im trying to script a camera cut scene in slow motion that will kick in during mission gameplay when a certain unit dies named "marek", but I can't for the life of me figure out how to do it.
I have tried the following script...
ShowCinemaborder false
_camera cameraEffect ["internal","back"]
_camera = camCreate getPos marek
_camera camSetTarget marek
_camera camsetrelPos [2.2.0]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 0
@camCommitted _camera
~2
I am using a seperate trigger with ! (alive marek) - On Act - SetAccTime 0.11500; []exec "marekdeath.sqf" which works fine for the slow motion but not the camera script.
It's something I have never done is make a cutscene to run while playing in a mission, and I guess Im doing something very wrong :(
Any help would be brilliant :)
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Your answers lie in the command reference.http://community.bistudio.com/wiki/lock
The vehicle lock is exactly what I was lookin for, thanks, though I know about moveincargo commands, it's the exact seating variables I was after.
I know obviously moveindriver, moveingunner, comander and so on, but Im after seating placements in a truck, so I can set AI units in certain seats throughout the whole seating layout in the back of the truck.
Thanks
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It's listed in one of the ArmA reference manuals, but it never worked.
I know you can't make up commands and hope for them to work, though it would be a nice idea Gustaffa :)
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How can I lock the player in a vehicle for a set duration until they are allowed to get out ?
I have tried allowplayerimput false, or something like this but it didn't work.
Thanks
ps.
Also, I found this a long time back, but can't find it for the life of me now, how to select which seating positions each AI unit takes in a truck ?
Cheers :)
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Activation ===== Once - Repeatedly in the trigger screen.
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Hi.
Can someone point me in the right direction as to how I can make a unit join my group once I basically get within say 2 meters from them in a trigger ?
I know the simple way of placing a trigger set to whatever radius over the unit you want to join you and use the [NAME] join playerName when player is set to activation within the trigger field, but that only works if the unit to join the player is static.
What Im after is to get the same thing to happen but allowing the unit to be on the move, so a trigger set this way obviously dose not work.
Any help appreciated.
---------- Post added at 01:07 PM ---------- Previous post was at 11:24 AM ----------
Sorted it.
Player distance unitname<= "distance"
:)
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make an enemy unit and put hisprobability of presence : 0
then group all the civilians to him..
Works very well, good one

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Yeah, it's a new animation I found...
this playMove "chatteringDeadCivilian"
---------- Post added at 10:27 PM ---------- Previous post was at 10:24 PM ----------
"Oh please", im awesome:shine:JK, hope to see some missions from you in the future then;)
It's something I have never done, release completed missions, though over the years since OFP, I've probably made nearly a thousand, though never completed many in full.
Also I have not really done any major scripting\camera work since OFP, hence why Im on here sounding very inexperianced :eek:
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hmmm, name the trigger Area1 and then use this in the init.sqf:This will be executed before they should be able to talk.
You are brilliant mate, works 100%, no more chattering dead civilians

Thanks you Jelliz ;)
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Thanks for helping out Jelliz, though it doesn't seem to work :(
The basic idea I am trying to get is I have a town full of civilians, with rebel Independent army units moving through basically wiping out the town, so as the cutscene starts most civillians need to be dead already from the start, but the split second as they are spawned and drop dead they seem to be managing to say hello to one another before they hit the floor dead.
I have tried naming each civilian that needs to be dead from the start, then setting damage to 1 in the init file aswell as health set to 0 in the editor.
And lastly I have tried setting everyone against each other friendly wise, ie,
""CIVILIAN setfriend [iNDEPENDENT,0]; INDEPENDENT setfriend [civilian,0]; CIVILIAN setfriend [Civilian,0]; CIVILIAN setfriend [Civilian,0];"
but them damn supposedly dead civilians just want to chatter to each other :)
Trigger Help
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Simple way would be to sync the heli's first waypoint with a trigger set to radio Alpha, "condition" this, as is default anyway, and name the trigger anything, like helimovein.
If you wanted the alarm to sound somewhere else on the map, then place another trigger where you want the alarm to sound, choose alarm in the Effects box and in the condition field type
triggerActivated helimovein
also set the radius of the triggers to 0 and 0 so it makes it a global trigger and not just from within the triggers radius area.