Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

atledreier

Member
  • Content Count

    31
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About atledreier

  • Rank
    Private First Class
  1. I have a training mission where the players have to find an object to clear the task. I have a burning barrel with placement radius og 50m Init _nul=execVM "BarrelTrigger.sqf" Script Barreltrigger.sqf _Pos=getpos Barrel; _BarrelTrigger = createTrigger ["BarrelTrigger", _Pos]; _BarrelTrigger setTriggerActivation ["WEST", "PRESENT", false]; _BarrelTrigger setTriggerStatements ["this", "BarrelFound = true",""]; For debugging I have a trigger that activates if Barrelfound is true, but that never fires. What am I missing?
  2. Thank you! I am assuming this only returns targets the unit actually knows about?
  3. Is there any way for a group or unit to pass an array of all their detected units?
  4. Old post, same problem. I need to pass a trigger to a script. I have an 'BluFor present' trigger. OnAct: actionid = player addAction ["Plant explosive", "PlantExplosives.sqf",[Triggername,1]] The PlantExplosives.sqf need the triggername, since I need to check who's in it's list.
  5. Hi! Working on a mission where I need to check the ammo of the different weapons on a Huey. The first gunner is fine, I use '_unit ammo "M134"' to check that gun. But the FFAR launcher and the other gun return 0 no matter what I do. I have also tried checking the ammotype and magazine types, all but "M134" return 0. What am i doing wrong? My debug code; hint format ["Remaining: %1 rounds for gunner #1 in %2",_unit ammo "M134",_unit]; sleep 2; hint format ["Remaining: %1 rounds for gunner #2 in %2", _unit ammo "M134_2",_unit]; sleep 2; hint format ["Remaining: %1 rockets for %2",_unit ammo "FFARLauncher_14",_unit]; sleep 2;
  6. atledreier

    Driving with G25?

    Works for me, I map it like any other controller....
  7. Link to the beta patches is down? I get a 'page not available' message....
  8. Wether the vehicles stay on the road or not depends on their combat mode, I think.
  9. Already tried that. No go. Or rather, the trigger will then send the leader of the group to the next waypoint, but the rest of the group stay behind. If I shoot any member of the group, they gather up and attack me, like they should. I am trying to achieve the same without having the actual group getting aware of the enemy, but via a trigger.
  10. I am wondering if there is any other way to complete the 'Dismissed' waypoint than contact with the enemy? I am creating a reaction force, and would like to have them casual and dispersed when the alarm goes off. The alarm can be triggered by other patrols. I have tried 'reveal' but that doesn't do anything.
  11. Hi! I am making a mission where the players take out a transformer station. I'd LOVE to have the streetlights go dark when the transformer blows. Is there any way to do that?
  12. Is there any way to determine where a player or AI was hit by a bullet?
  13. atledreier

    Peripherals used. (multiple selections)

    Razer Diamondback mouse Saitek Eclipse II keyboard Logitech G25 wheel with pedals for driving and flight Saitek 220 joystick for flight Saitek throttle quadrant for flight and collective TrackIR Triplescreen 3x24" 16:9 screens Naturalpoint headset with microphone
  14. atledreier

    Lens effect problem with triple monitors

    Geometrically, that is correct if you have your monitors in a straight line. If you angle your side monitors toward you, the only thing you can do to make it geometrically correct (and get rid of the stretch) is to petition BIS to incorporate triple viewports like many racing games do these days. That WILl hit your framerate pretty hard, though, as the engine need to render the scene three times. Looks awesome, though.
×