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f2k sel

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About f2k sel

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  1. There a a few options, set health bar to 0 or use setdamage 1 on caps and other objects sometimes works but not on intel for that you could force them to become a simple object by placing this in the init box of the object [this] call BIS_fnc_replaceWithSimpleObject;
  2. Always useful to know, originally A3 had loads of invisible targets, you could also use the invisible pilot but most were removed at some point.
  3. Just going back to the older post aren't we missing ; between the player actions _returnTrig setTriggerStatements ["this", "player action ['engineOff', triggerAttachedVehicle thisTrigger] < here player action ['eject', triggerAttachedVehicle thisTrigger]", "" ]; Even if it does work won't it just eject you from the vehicle as soon as the trigger is created.
  4. f2k sel

    BIS_fnc_wpLand

    They must have added those new functions to the list, I couldn't find wpLand last month. It also explains an issue I had. Place a Landwp away from a parked chopper and it will take off but not land it does work if chopper is already in the air. Looking at the code if !(istouchingground _veh) is the issue, simply placing a moveWP between the chopper and the landWP fixes it.
  5. f2k sel

    Trigger Question

    I've read the 10k thing many times but I just ran a test doing a count and it went well above 10k before I terminated the script. In all my years of scripting I've never had an issue with a while loop terminating unexpectedly.
  6. I ran your script and the vehicle spawns right on my position every time. Maybe your location may be an issue with where it's spawning. If I did spawn it away from the player then yes it comes up quite short of the player, try changing the MOVE to DOMOVE , I find it's a little more accurate.
  7. I'm not sure I'm following 100 percent but the trigger hint 'trigger deactivate' does show and markers vanish in my test of your code. So deacativate is working. Are you sure the Civ is 100 meters away from the trigger, also remember if any animals are in that area they count as Civs, you may need to add a check for that in the trigger statement tr setTriggerStatements [ "{_x isKindoF 'CAManBase'} count thislist ==0", "'armory_marker1' setMarkerAlpha 1; 'armory_marker2' setMarkerAlpha 1;", "hint 'trigger deactivate';'armory_marker1' setMarkerAlpha 0; 'armory_marker2' setMarkerAlpha 0; deleteVehicle trigger1;" ];
  8. No it's an issue with the game engine, it seems to get target overload. At the time there was no efficient way to clear the targets from memory, we now have the forgettarget command which seems to help. try placing it after the fire command. _unit forgetTarget (_this select 1); They still can't hit the target very well though.
  9. f2k sel

    Counting units in multiple groups

    A little simpler would be to add all the units then count them ({alive _x} count (units Heli_Troops1) + (units Heli_Troops2) +(units Heli_Troops3)) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops;
  10. I think it's done like this _waypointDrag setWaypointStatements ["true", format ["%1 playMoveNow ' ' ; %1 enableAI 'ANIM' ",_dragger ] ];
  11. Over the last couple of weeks I've been trying to help people (rookies) with some heli landing issues. You tell one person to do something and it works fine for another it fails, it took my feeble brain a while to work out what was going on. There seems to be bug in the land_wp . It only works if the chopper is already flying it won't work if the chopper has to take off first. I do know about using the land command and that works it's just very confusing for newbies when simple things don't work.
  12. Just looking at the last post your not calling the script correctly. 0 = [] execVM "waypoint.sqm" Most scripts now are sqf 0 = [] execVM "waypoint.sqf" The file should also be saved as "waypoint.sqf" If you are using sqm files it would be [] exec "waypoint.sqm" if your group is heli1crew = group this you need to use that exact name in the script without the underscore _heli1crew
  13. f2k sel

    Trigger noob

    You name the trigger then use the triggerActivated command in 2nd trigger cond this && triggerActivated tirgger1
  14. I had several units all same type but not grouped but when switching to them they had no support. I can't test right now do they need to be in the same group?
  15. Yes I can do that as well but this script was little simpler if it worked. I used teamswitch to force the script to run again after switching just to see if that would work but it didn't.
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