JacobJ
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Everything posted by JacobJ
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restrict a addaction menu to one player only?
JacobJ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey I have added an action to a unit, but by now all other players on his team can access this menu. Is there anyway to only let the player with the addaction in his init use the action? -
Hey all I am looking for a point/rating-system. I want team west to start out with let say 1600 points. When something happens, lets say a tower gets destroyed, 200 points is being added to their points. I was looking at the addrating and I can make it work, but how do I define the starting rating for the whole team and how to I disable the standard rating values or how do I redefine them? Hope I made myself clear enough. /Jacob
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Sometimes it works, sometimes it doesnt (backup plan?)
JacobJ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey all I got this civilian traffic script which I have made from bits and pieces of code provided here on the forum. It all works, but sometimes it just doesnt. I have narrowed the error down to the coloured code bit. The problem is, that if I put in a to big number in the _MindistanceToNextPos the while-loop goes crazy and the cars doesnt move. It just hangs in that loop. If I put in another lower number, like 100, instead of 400 it runs fine. But why does it hang there? At the moment I see no other option, than removing the distance condition and the whole loop and just satisfy with a random distance to the next waypoint. The reason I would like this, is that it would make the cars drive a bit more realisticly, not stopping all the time and also very much because I think it would help in performance, because the script would be executed a lot fewer times. Here is the script: -
Sometimes it works, sometimes it doesnt (backup plan?)
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have now removed those while loops and now it is working, but I am not happy with this. I need it to check if the next waypoint is closer than a certain distance or else it must generate a new one. But maybe my logic is wrong? It has to generate that position anyways, wouldnt it be easier on the server if it just satisfied with that position and used that instead of generating a new one? But this isnt looking very good, if they drew longer it would be nicer to look at. How can I put in a condition that would run the _pos code again to get a position further away and lets say 200 meters? Simpler script, but not what I am looking for: ---------- Post added at 04:18 PM ---------- Previous post was at 03:27 PM ---------- Okay I admit that I am not the sharpest knife in the drawer, when it comes to programming arma 2 stuff, but this is just silly.. I put in the _MinDistanceToNextPos into the _range parameter that is send to the SHK_pos script. By doing that I dont need loops like that to check the distance, because the distance to the next pos will be atleast the _MinDistanceToNextPos variable. Here is the code and I have added a distance hint to show how far away car1 is from W1. -
Lobby parameters - help needed
JacobJ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey all I have some scripts in my init.sqf that runs when the game is startet. Those scripts are started like this: [10, _markers] execVM "cars.sqf"; Lets say I want to be able to change that first variable, from 10 to lets say 20 in the lobby parameters (don't know what it is called correctly, but you know when you start up a multiplayer game and then select what time you want the mission to run at). How can I do that? It would make the mission a lot more user friendly, because they could change the number of cars, enemies and stuff like that. In my init.sqf I already have these parameters: //LOBBY PARAMETERS waitUntil {!(isNil "Paramsarray")}; //Til tiden skiptime (((paramsarray select 0) - daytime + 24) % 24); //Til vejret switch (paramsarray select 2) do { case 1: { 0 setOvercast 0; 0 setRain 0; 0 setFog 0 }; case 2: { 0 setOvercast 1; 0 setRain 1; 0 setFog 0.2 }; case 3: { 0 setOvercast 0.7; 0 setRain 0; 0 setFog 0 }; case 4: { 0 setOvercast 0.7; 0 setRain 1; 0 setFog 0.7 }; }; //Til PMC captive switch (paramsarray select 3) do { case 1: {[] execVM "PMCcaptive.sqf"}; case 2: {}; }; And acordingly in my description.ext: class Params { class TimeOfDay { title = "Time of day:"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; default = 12; texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00"}; }; class Revive { // paramsArray[1] title = "Number of Revives:"; values[] = {2000,1000,20,10,7,5}; texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; default = 10; }; class Weather { title = "Weather"; values[] = {1,2,3,4}; default = 1; texts[] = {"Clear", "Stormy", "Cloudy", "Foggy"}; }; class Captive { title = "Captive inside PMC"; values[] = {1,2}; default = 1; texts[] = {"Yes", "No"}; }; }; /Jacob -
Lobby parameters - help needed
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay cool. I surely don't understand all of scripting and thats why I posted this. Didnt know that it could be done so easily. I will try this out and see how it works. Thank you for your help so far. -
Hey all I have made this script: //Array of cars to be seleceted cararray = ["S1203_TK_CIV_EP1", "VolhaLimo_TK_CIV_EP1", "Lada1_TK_CIV_EP1", "Lada1", "Volha_1_TK_CIV_EP1", "SkodaBlue", "SkodaGreen", "SkodaRed", "Skoda", "Lada2_TK_CIV_EP1", "LandRover_TK_CIV_EP1", "car_sedan", "hilux1_civil_3_open_EP1"]; //Car1 created and placed _pos = [getMarkerPos "concenter", random 800, random 359, false, [0, 0]] call SHK_pos; car1 = (cararray select (floor(random(count cararray)))) createVehicle (_pos); //Car1 trigger created and placed Carbomb1 = createTrigger["EmptyDetector",getPos car1]; Carbomb1 setTriggerArea[5,5,0,false]; Carbomb1 setTriggerActivation["WEST","PRESENT",false]; Carbomb1 setTriggerStatements["this AND alive car1", "bomb = 'Sh_85_HE' createVehicle (getpos car1)", ""]; Carbomb1marker = createMarkerLocal ["Carbomb1marker",(getpos car1)]; Carbomb1marker setMarkerShapelocal "ICON"; "Carbomb1marker" setMarkerTypelocal "car"; "Carbomb1marker" setMarkerColorlocal "ColorRED"; "Carbomb1marker" setMarkerTextlocal "Carbomb1 marker"; hint "Car1 placed"; It creates and places a random vehicle and puts a trigger and marker on top of it. It all works very good, but I want to automate it, so I dont have to copy-paste-edit and then copy-paste it all over again and lets say I will have 12 of these, it takes some time to edit them to other name all the time. So how would I make this automated? I have thought of foreach, but that can't be the right way, because the vehicles are not created yet.. So I am a bit lost atm.. /Jacob
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How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It isnt so that I only can use the variable _pos once? It can't be that the _pos isnt defined, because the above line _civ uses the _pos variable and that works fine. Just can't see what I have done wrong. Is there something wrong with the _mrk1 variable? Maybe it isnt something with the _pos, but with the _mrk1, that is wrong... ---------- Post added at 01:22 PM ---------- Previous post was at 12:16 PM ---------- Okay, after playing around with this, ive found a solution. Don't know if it is how it should be done, but atm. it is working. I just moved the creation of the marker a bit further down the code. -
Bump my problem: Post #869. Still get the same error: "Error Undefined variable in expression: _unconscious_invincibility"
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How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey again. Ive patched together this script from this threads posted codes. But I would like the second marker _mrk1 to be placed where the car is going to go, but it doesnt move. The _civ move _pos; works fine, but the _mrk1 setMarkerPos _pos; doesnt work. What have I done wrong?? hunhund = if (count _this >= 1) then {_this select 0} else {false}; if isserver then { SHK_cars = []; createCenter CIVILIAN; //Script can be improved by using the _pos of the car to generate the new position. To prevent the car from leaving the city, a _car distance marker can be put in to prevent that. //It is essential, that the _spawnrange and _spawnroads is set to as low numbers as possible. That makes the cars being generated a lot quicker and after that, the cars can use the larger //number, which can be defined in the _range and _DisToRoads parameters. private ["_cartypes","_count","_distance","_areacenter","_pos","_cartype","_car","_trg","_cnd","_act","_mrk","_side","_knowsAbout","_range","_onroads","_DisToRoads","_MindistanceToNextPos","_spawnrange","_spawnroads","_DisToRoadsCenter","_rangeCenter"]; _cartypes = ["car_hatchback","car_sedan","datsun1_civil_1_open","datsun1_civil_2_covered","datsun1_civil_3_open","hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open","Ikarus","Lada1","Lada2","LadaLM","MMT_Civ","Skoda","SkodaBlue","SkodaGreen","SkodaRed","Tractor","TT650_Civ","UralCivil","UralCivil2","V3S_Civ","VWGolf","hilux1_civil_3_open_EP1","Ikarus_TK_CIV_EP1","Lada1_TK_CIV_EP1","Lada2_TK_CIV_EP1","LandRover_TK_CIV_EP1","Old_bike_TK_CIV_EP1","Old_moto_TK_Civ_EP1","S1203_TK_CIV_EP1","SUV_TK_CIV_EP1","TT650_TK_CIV_EP1","UAZ_Unarmed_TK_CIV_EP1","Ural_TK_CIV_EP1","V3S_Open_TK_CIV_EP1","Volha_1_TK_CIV_EP1","Volha_2_TK_CIV_EP1","VolhaLimo_TK_CIV_EP1"]; _civtypes = ["TK_CIV_Takistani01_EP1", "TK_CIV_Takistani02_EP1", "TK_CIV_Takistani03_EP1", "TK_CIV_Takistani04_EP1", "TK_CIV_Takistani05_EP1", "TK_CIV_Takistani06_EP1"]; _count = 5; _distance = 50; _areacenter = getMarkerPos "CIVcarMarker"; _side = WEST; _knowsAbout = 0.5; _spawnrange = random 200; _spawnroads = 200; _range = random 200; _rangeCenter = random 100; _DisToRoadsCenter = 100; _DisToRoads = 200; _MindistanceToNextPos = 100; _onroads = 1; for "_i" from 0 to (_count - 1) do { _pos = [_areacenter, _spawnrange, random 359, false, [_onroads, _spawnroads]] call SHK_pos; _cartype = _cartypes select (floor(random(count _cartypes))); _car = (_cartypes select (floor(random(count _cartypes)))) createVehicle (_pos); _civtype = _civtypes select (floor(random(count _civtypes))); _civ = (creategroup CIVILIAN) createUnit [_civtype,_pos,[],0,"NONE"]; _civ moveInDriver _car; _civ setSpeedMode "NORMAL"; _civ setBehaviour "SAFE"; SHK_cars set [_i,_car]; /* _trg = createTrigger ["EmptyDetector",_pos]; _trg setTriggerArea [_distance,_distance,0,false]; _trg setTriggerActivation ["WEST","PRESENT",true]; _cnd = format ["this && alive (SHK_cars select %1)",_i]; _act = format ["%1 spawn SHK_fncCivBomb",_i]; _trg setTriggerStatements [_cnd,_act,""]; _trg attachTo [_car]; */ if (hunhund) then { _mrk = createMarker [format ["CIVcar_%1",_i],_pos]; _mrk setMarkerShape "Icon"; _mrk setMarkerType "dot"; _mrk setMarkerColor "ColorRed"; _mrk setMarkerText format ["CIVcar_%1", (_i + 1)]; _mrk1 = createMarker [format ["WhereToCar_%1",_i],_pos]; _mrk1 setMarkerShape "Icon"; _mrk1 setMarkerType "dot"; _mrk1 setMarkerColor "ColorBlue"; _mrk1 setMarkerText format ["WhereToCar %1", (_i + 1)]; }; [_car,_mrk,_areacenter,_side,_knowsAbout,_civ,_range,_onroads,_DisToRoads,_MindistanceToNextPos,_DisToRoadsCenter,_rangeCenter,_i,_mrk1] spawn { private ["_car","_mrk","_areacenter","_pos","_i","_trg","_side","_knowsAbout","_areaway","_carway","_mrk1"]; _car = _this select 0; _civ = _this select 5; _range = _this select 6; _onroads = _this select 7; _DisToRoads = _this select 8; _MindistanceToNextPos = _this select 9; _DisToRoadsCenter = _this select 10; _rangeCenter = _this select 11; _i = _this select 12; if (hunhund) then { _mrk = _this select 1; _mrk1 = _this select 13; }; _areacenter = _this select 2; _side = _this select 3; _knowsAbout = _this select 4; areaway = 0; while {alive _car AND alive _civ} do { if (hunhund) then { _mrk setMarkerPos getpos _car; }; // Drive around if (alive _car AND alive _civ) then { if (unitReady _civ) then { areaway = areaway + 1; hint str format ["Car%1 - Total %2", _i, areaway]; if (_car distance _areacenter > 3200) then { _pos = [_areacenter, _rangeCenter, random 360, false, [_onroads, _DisToRoadsCenter]] call SHK_pos; while {_car distance _pos < _MindistanceToNextPos} do { _pos = [_areacenter, _rangeCenter, random 360, false, [_onroads, _DisToRoadsCenter]] call SHK_pos; sleep 1; }; _civ move _pos; _mrk1 setMarkerPos _pos; } else { //Lav det om igen, så det kun er normal random der er herunder. _pos = [_civ, _range, random 360, false, [_onroads, _DisToRoads]] call SHK_pos; while {_car distance _pos < _MindistanceToNextPos} do { _pos = [_civ, _range, random 360, false, [_onroads, _DisToRoads]] call SHK_pos; sleep 1; }; _civ move _pos; _mrk1 setMarkerPos _pos; }; }; }; sleep 1; }; if (hunhund) then { deleteMarker _mrk; deleteMarker _mrk1; }; }; }; }; hint "CIVcarTraffic.sqf - DONE"; -
FSM Support Systems
JacobJ replied to Desrat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have tried the two testmissions, but I have a problem. When I order fixed air support, then the plane arrives, drops the bomb and then fly away. All fine, but it doesnt return to base. It keeps comming back. Its just like the known issue with drapers air support, which I think is also a good script, but it has the same issue with the planes wanting to circle around instead of returning to base. If I would to suggest some additional features that would be nice to have, it would be the ability to cancel the request and to be able to limit what kinds of support a unit could use. Else I think its a very nice script, but its a bit annoying with those planes. -
How to make units inside vehicles captive?
JacobJ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey all I have thought of making a feature for my mission where units inside a car is set to captive, so that they can drive through enemy territory wihtou getting shot at. If they then get out of the vehicle and the enemy knowsabout those units, then they can't just jump into the vehicle again and then they are captive again. Its a one-time opportunity, if they areant knownabout. But how its done I don't know.. I have thought of triggers and a while function that checks all the time if and who is inside the vehicle, but that seems a bit to overkill or what would you suggest? /Jacob -
How to make units inside vehicles captive?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay cool, looks like this is a much more cleaver solution, than the one I have thought of. Can you explain why the unit is _this select 2? What is _this select 0 and _this select 1? But thank you very much for your help, I will try this out when I get home. -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, thank you for that. I have also found a download which makes notepad ++ show the syntax's. Thats also very handy. -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay I see what you mean. Surely I didnt want the groupleader code to be run for each unit. This works just as it should. Thank you very much for your help. How do you get so fine colours in your scripts? What syntax highlighting plugin do you use? -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have tried playing around with the script again. Basicly, create a group of soldiers and make one of them the leader. The rest then follow the leader. The problem is only, that the they don't follow. They stand still, but the _groupleader runs away like he should. How would I make the rest follow? If I would like to spawn more groups, would I then just have to run the script again or how would I do that? Maybe create so many I want, put in a parameter of lets say 10 and that would be the number of units for that group. Then another group was created from the next 10 spawning units and so on. Script.sqf call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; SHK_patrol = []; createCenter EAST; private ["_mentypes","_count","_pos","_mantype","_groupleader","_mrk","_spawncenter","_grp"]; _mentypes = ["TK_INS_Soldier_EP1", "TK_INS_Soldier_2_EP1", "TK_INS_Soldier_3_EP1", "TK_INS_Soldier_4_EP1", "TK_INS_Soldier_AA_EP1", "TK_INS_Soldier_AT_EP1", "TK_INS_Soldier_Sniper_EP1", "TK_INS_Soldier_AR_EP1", "TK_INS_Soldier_MG_EP1"]; _count = 10; _spawncenter = getMarkerPos "groupleaders"; for "_i" from 0 to (_count - 1) do { _grp = createGroup EAST; _mantype = _mentypes select (floor(random(count _mentypes))); _man = _grp createUnit [_mantype,_spawncenter,[],0,"FORM"]; SHK_patrol set [_i,_man]; [_groupleader,_mrk,_spawncenter] spawn { private ["_groupleader","_mrk","_spawncenter","_i"]; _groupleader = _this select 0; _mrk = _this select 1; _spawncenter = _this select 2; _groupleader = SHK_patrol select 0; _grp selectLeader _groupleader; _mrk = createMarker ["Groupleader",_spawncenter]; _mrk setMarkerShape "Icon"; _mrk setMarkerType "dot"; _mrk setMarkerColor "ColorRed"; _mrk setMarkerText "Groupleader"; while {alive _groupleader} do { _mrk setMarkerPos getpos _groupleader; if (unitReady _groupleader) then { _pos = [getmarkerpos "groupleaders", random 200, random 359, false, [0, 0]] call SHK_pos; _groupleader move _pos; sleep 1; }; }; deleteMarker _mrk; }; }; -
Random pos on roofs ONLY? (SHK script)
JacobJ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey all I am currently playing around with Shuko's script that randomly puts objects inside a marker. It all works fine, but I would like to tweak it a bit. I have a trigger that covers 30 blufor soldiers. I have made a list of all those soldier which are in the variable "hul". I use SHK_pos script to find a random position for all those soldiers in the list and it works very well. BUT: I would like to only position those soldiers on rooftops, cranes, silos and so on. I have thought of making an if statement, that checks if the individual soldiers height above sealevel is more than 2 meter, if not, then run the SHK_pos script again for that soldier. But the problem with this is, that it seems a bit to stupid. The script has to run untill all players are more than 2 meter above sealevel, that could take ages if I ramp up the number of soldiers. I would like to hear suggestion to alternative solutions for this. Hope you all can help me. /Jacob Btw. Ive found this thread: http://forums.bistudio.com/showthread.php?96497-setPos-height-snap-to-non-terrain-surface&highlight=setpos+roofs It could be a part of the solution, but it still doesnt help me position the soldiers over buildings only... -
Random pos on roofs ONLY? (SHK script)
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Shuko, any possibility to take out the buildings already used in your script? It seems they are stacking up at a few buildings only. I have 5 men which position themselfs on only two buildings. It would be nice to spread them out a bit. Maybe a limit parameter for each buildingpos would be nice. Just a suggestion if you plan on upgrading it. -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Working like a charme. Thank you very much for your help with all these scripts. Now I almost have all the scripting needed to get this mission finished. Do you think I should change the title of the thread to something like: "SHK suicide generator script" so others can find it easier to use it in their missions? For everyone else who has helped me, thank you very much! If I have any questions in relation to this and/or alterations to this script, I will post them in here. -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have now looked at your script and it looks really good. But still it would be nice to finish up this SHK script and try working on an waypoint feature addition. I will try look into the waypoint addition in the SHK script tomorrow and post my progress. -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, your script sounds like fun too, but atm I am so close to acheving what I need for this mission and for many missions to come. But I will download yours and take a look at it. But does your script have anyway of generating waypoints? Or is it just attaching to those generated by ALICE? -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This seems to work too like all of your scripts. How you do it is beyond me. Thank you very much. May I ask something tho; Is it correct, that the suicide civs only run to the closest playableunit? Its because I send a bot-unit into the trigger area and it got triggered alright and I thought I would have a laugh, when the civ blew up that bot, but instead the civ hunted me and I went all, wtf. and the next second the civ blew me up..hehe but after looking at the SHK_clostestplayer.sqf I guess the playableunit command is the reason. Do you know if I can add some waypoints to those civs, to make them blend in with the alice module civilians? I have thought of making 4 markers and place them in each cornor of the area I want them to move in and then with a random placement and random selection of those 4 markers. Then it would look like any ordenary civilians and they would patrol randomly between those markers if the last marker was a cycle. Can I do that within the core-script, within the for {}; operator? -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Eh sorry if I ask stupid, but what do I do with that code? What code is which file and how do I run it.. -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay this is exactly what I need and it works just as it should! The units gets created, triggers and markers are created and attach/follow the unit where it goes. Now, what if I want to execute the following code instead of what is in the SHK_fncCivbomb: SHK_fncCivBomb = { private ["_civ","_pos","_mrk","_activator","_playpos","_intrigger"]; _civ = SHK_civs select _this; _intrigger = list thisTrigger; _activator = _intrigger select 0; _playpos = getpos _activator; while {(alive _civ) AND ((_civ knowsAbout _activator) < 0.5)} do { hint "Check until civ knows about blufor"; sleep 2; }; if ((alive _civ) AND ((_civ knowsAbout _activator) >= 0.5)) then { while {(_civ distance _activator) > 5} do { _playpos = getpos _activator; _civ domove _playpos; hint "heyDO"; sleep 1; }; }; if (((_civ distance _activator) <= 5) AND (alive _civ)) then { "Sh_85_HE" createvehicle (getpos _civ); }; }; There is some problem with the sleep function I think, because when I trigger this, it like freezes the game totally and then I get an error with: Error in expression <t "Check until civ knows about blufor"; sleep 2; }; if ((alive _civ) AND ((_civ> Error position: <sleep 2; }; if ((alive _civ) AND ((_civ> Error Generic error in expression File C:\Users\Jacco\Documents\ArmA 2\missions\3onFAllu.fallujah\SHK_suicidecreator2.sqf, line 19 Maybe I can't use the sleep function within that SHK_fncCivbomb? Anyway around this? Its just, that it would be nice to have the knowsabout parameter in this script, so they only come running towards you, if they have seen or heard you and not just come running if you are within 50 meters, thats a bit more realistic and a good opportunity to work with the knowsabout command.. -
How do I make this automated?
JacobJ replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay thank you guys for helping me. I will try this out as soon as I get home and report back how it works. ---------- Post added at 11:32 PM ---------- Previous post was at 10:14 PM ---------- Hmm its still not working. I get this error: Error in expression <[<null>,mrk_civsbomb_1,thisTrigger] call > Error position: <<null>,mrk_civsbomb_1,thisTrigger] call > Error Invalid number in expression The unit is created and the marker is also created, but I get no hint "The trigger has fired.. but no boom?"; when I run into the area where the trigger should be. So I guess the trigger isnt there, or maybe something is wrong with it. ---------- Post added at 11:40 PM ---------- Previous post was at 11:32 PM ---------- Maybe I should mention, that I still cant display the varname of the created unit(s). Doesnt seem like they are getting the names they should with that setVehicleVarName, or at least, I am unable to use them...