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Steve Rickers

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Posts posted by Steve Rickers


  1. You said your trigger was set to condition: this, but what was "this"? Setting condition to "true" is more reliable, so you don't have to worry about the preset conditions at the top of the trigger window. You can also add something like 'hint "defending"' to the trigger so you at least know for sure that the trigger is going off.

    k, the base is there. The static weapons are there. I added the hint to the trigger and it shows up. The troops keep going into formation. I think it has something to do with the marker, maybe an ellipse would be better?


  2. Will try that, thank you.

    ---------- Post added at 02:33 PM ---------- Previous post was at 02:06 PM ----------

    Put an empty marker on map name it something

    than write in trigger

    On Act: [egrp1, getmarkerpos "something"] call BIS_fnc_taskDefend;

    Alright, I did this.

    Now if there is any empty static units in 100m radius from your "something" marker your egrp1 leader will order one or more soldiers to board those weapons. But note leader will not board. So check that group is big enough.

    I have tried doing the camp3_us and camp2_us and every single time, they just go back into formation. I am not getting any errors. The marker is just an empty marker like you said. I'm dumbfounded, maybe my game is broke?


  3. Okay. I am having the same problem with the BIS_fnc_taskDefend.

    The trigger is: Condition: this

    On Act: [egrp1, [getpos camp1]] call BIS_fnc_taskDefend;

    The game logic is: _newObjs = [getPos this, 270, "checkpoint1_us"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

    I have a Functions and Preload manager module placed, but do I need to synchronize them with someone or something?

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