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Posts posted by Schwab

  1. Heyho TiGGa!

    I like the semi-automaitc mode already very much, it already looks like we get very close to a playable demo!

    Some smaller things i noticed:

    -AI should take a break when mounting cows or dismounting.

    -The meat should be in packages like the cows are delivered to the factory

    -there should be a setting for the scroll speed, its defenitely too slow for me

    -maybe u can add some predefined base-layouts for easier building ? i like the one in your last demo

    -is the option available that you can drop units out of your group when mounted in static guns and they are still alive?

    -mark static guns when empty with a (blue?) dot

    -limit the tractors - looking very powerful

    -add useful missions for the other players who are not the commander


    things from our chat just that they dont get lost:

    -a nice intro would be that a plane is cruising with the team onboard and waits for the commander to mapclick - then flys to the mapclick and drops all team

    -more efficient ai when conquering towns ?

    -special side missions to get some nice cows, weapons or money

    -transport animation for cow (make player slower)

    Defenitely a very creative mission , looking forward to it !

  2. Nobody an idea ? Some1 who changes Flags successfully with an Actionmenu in his mission maybe ?

    Local its working correct and it does not switch back. Only when on dedicated it first gets new texture, and then switches back after some seconds.

    Even if i publish the flagpole after switching it does switch back....

    What can this be ?

  3. Sure you can ?

    Having an Object "oldshilka" and a Logic "dahin", executing a script:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _tempstring = format ["newshilka = %1",oldshilka] + ";";

    hint _tempstring;

    call compile(_tempstring);

    newshilka setpos(getpos(dahin));

    Will place the oldshilka at the position of the trigger.

    Or are we talking of 2 different things ?

  4. Easy description, no solution yet:

    I have flagpoles all over sahrani, i added an action to them which calls a script.

    The script says

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _caller = _this select 1;

    _callerside = side _caller;


    switch (_callerside) do


    case west:


    (_flag) setFlagTexture



    case east:


    (_flag) setFlagTexture




    The flag turns correct to west or eastflag depending on who is calling the script. But wtf ? 5-6 seconds later the flag turns into this blue-white striped thingy again ?

    Any idea why ? It's the only place in whole mission where setflagtexture is used.

    Maybe the effect is not global ? Do i have to publish the flag at the end ?

  5. Ah i should tell you i removed the double entries from the stringtable aswell and replaced them in the sqf (not in the attached version). There was about 3 vehicles and something else....

    The lock group problem wasn't too difficult. Well written Script and easy to understand.

    Btw: I did not attempt anything with the Stringtable cause i play ArmA in english. But a member joined and got the error so i took a look at the stringtable and searched for a solution (so i did not remove or add anything to the table before the problem occured).

  6. if u could specify your problem with that script people will help you. just writing a script for someone who is too lazy to look it up himself is not very popular, you know ?

    maybe i can help you to get an easiert start with some links, and you show us then what you made out of it ?

    first you need this to add the command to something:


    with that you can start a script which will include this:


    then you will need this:


    thats all i think.

    hope youll find your way now...

  7. Great Stuff. notworthy.gif

    I have a question, i have 11 Groups at start and i want to lock 1 of them to be removed in all cases. Is there a way to do so (and if yes where to put it in)?

    Edith says: Found it, but i am almost sure i will have some more questions later smile_o.gif

    Mhh the Stringtable is not working with other languages than english ?

    I get a Missing Stringtable STR_TSD9* when i open the Dialog with German setting for example ?

    How can that be when the 2nd column is default and filled in correctly with english description ?

  8. compile makes string to code, call executes the code. so if you want to have the code

    newarry = [1,2,3,4]

    you need a string

    "newarry = [1,2,3,4]"

    and compile this and call it then. so what you need is

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call compile("newarry = " + arrystring)

  9. All these chat things (globalchat, sidechat) and so on have effect local, so if you run em on the server and you are not the server - you can't see them.

    Use the suggestion of Manday is the only way to debug something which only runs on the server.

    If you have a chopper transport script which does not run yet in MP remember the vehicle is always local to the driver wink_o.gif

  10. I want to create a trigger which detects vehicles.

    So far no problem. I do that with

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _mytrigger = createTrigger["EmptyDetector", position _vehicle];

    _mytrigger setTriggerArea [2, 2, 0, false];

    _mytrigger setTriggeractivation["VEHICLE","PRESENT",true];

    But now i want to attach this trigger to an other vehicle, which should not be detected by this trigger itself.

    Usually i would do that with

    _mytrigger triggerAttachVehicle [_vehicle];

    but in my case the trigger gets active then with the vehicle its attached to and does not deactivate after that, even if i resize it to zero.

    Is there any way to do so ? Would prefer a way where i don't have to change the trigger in size or position.

    I tried the following now:

    I added to the Triggerstatement:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    mytrigger setTriggerstatements["count (nearestObjects [mytrigger , [""LandVehicle""], 5])>1",_triggerstring,""];

    So this should only return true when 2 Landvehicles (including the 1 the trigger is attached to) are in the trigger.

    But when i debug count thislist of the trigger still returns 1. Why ?

    Ah and i had to make mytrigger global to make the nearestobjects work. I dont want to do that so i still searching for other solutions wink_o.gif

    Obviously a solution with Triggers is quiet useless and i'll use

    _notrigger = [_vehicle] execVM "script.sqf";

    with a loop in the script instead.

    Thanks for reading, i think i found the solution myself again wink_o.gif

  11. Effect local means that the effect is only on the machine where the function is called. So if you call moveindriver the arguments have to be local aswell as the effect is local only too.

    Are you working on my global/local problem from the german forum ? smile_o.gif

    Maybe it's a good idea to post it here cause the german community did not find a solution yet (moving that).

  12. I have a Trigger pulled by Opfor present.

    Every time an Opfor enters the Area the Activation should be processed. Problem is that when an Opfor is already in the Area and a new one arrives the Trigger Condition does not change and the Activation is not processed.

    Is there a Way to set the Condition of a tigger ?

    this = false in activation did not do it.

    "triggername" = false in the called script did not do it.

    Resizing the Triggerarea did not do it....

    Is there any way to do this ?