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About PSYKO_nz

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  1. thank you so much! That was exactly what I needed, it even gave me the dynamic to have the other side continue to fire at them, you sir are a legend. you have as usual, given me some new and exciting tools!!! thank you!
  2. Recently I reinstalled TOH just for shits and giggles and it got me thinking, has anyone been able to port the terrains or choppers into arma3?
  3. this is the final piece of the puzzle for me for a mission im making I need ALL OPFOR to go captive once 75% of them are dead the idea is that they will all stop fighting once enough of them are dead here is what I have TRIGGER: OPFOR Not Present: COND: 0.3 * ( count ( allDeadMen select { _x inArea thisTrigger && ( [getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side")] call BIS_fnc_sideType == east ) } ) + count ( thisList select { side _x == east })) >= count ( thisList select { side _x == east }) On Act: {_x setCaptive true} forEach (allUnits select {side _x == east}); but it just won't work, the trigger fires fine, pops the objectives and all but the opfor will not go captive when it fires, they keep shooting at the blufor units I have also tried {_x setCaptive true} forEach (allUnits select {side _x == east && _x inArea IRATrig}) neither of these seems to work, what am I getting wrong here?
  4. one last question, everything is working mean except for one thing, I am using the following to fire off the objective, opfor notpresent trigger condition: 0.3 * ( count ( allDeadMen select { _x inArea thisTrigger && ( [getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side")] call BIS_fnc_sideType == east ) } ) + count ( thisList select { side _x == east })) >= count ( thisList select { side _x == east }) on act: {_x setCaptive true} forEach (allUnits select {side _x == east}); however, the on act is not working, they stay active and hostile, I want them to turn peaceful, not surrender, just stop shooting at the indfor and blufor units
  5. I managed to get it to work how I wanted, I had a ; in the wrong place because im special hahaha
  6. AWESOME!!! thank you so much! one last question, after I make everyone captive can I set all player units (8 of them) to go back to blufor without affecting the ai units (opfor and indfor) who need to stay captive? this is going to change the way I build missions, wow, thank you so much! I suppose I could just do this in the init server {_x setCaptive true} forEach (allUnits select {side _x == east}); {_x setCaptive true} forEach (allUnits select {side _x == resistance}); is that right? EDIT: Nope that doesn't work how about { _x setCaptive true; // now captive - note: this command sets side to civilian } forEach allUnits; sleep 2; {_x setCaptive false} forEach (allUnits select {side _x == west}); EDIT EDIT: that did work either :( any ideas?
  7. worked like a charm first time!! does initServer.sqf include dedicated? also is there a way to make just one side captive? ie, turn all opfor captive once a trigger or addaction fires?
  8. no mod or script, should I place it in a script called by the init or just right in the init?? the add action fires off the x setCaptive false; from a script too or should I be placing these in a trigger?
  9. this looks like it will be ideal (setcaptive), however, I can't seem to get it to work, they all engage before the set captive thing kicks off, what am I doing wrong? the first line is in a script called by the init (i have also tried it in the init as well) and they still start killing each other, I know its something that I'm doing wrong but I haven't had enough coffee to see what it is, but I'm keen to learn, I don't have much experience with this set captive thing but it looks like I will be using it a lot in the future
  10. hi there, I have a mission where AI OPFOR and INDFOR are fighting, however, I don't want them to start fighting until the players (BLUFOR) speak to the local priest, the players will be landing at an LZ within a few hundred meters of the town the fight is happening in, but the ai must not fire until the priest has spoken to the players (speak via addaction) the idea is that the players meet the priest in the middle of town, talk to him, then all hell erupts and the players have to fight their way out
  11. how do I go about getting civilians to throw stones at players? i found this post but it was of little to no help if anybody knows a good way to do it, I'm all ears!
  12. Hi there, i'm making up a mission that requires a module to be synced to the player in order for the mission to work, the issue I'm having is that after the player gets killed and respawns the module is no longer attached to the player, how do i go about making sure that the module syncs its self on respawn?
  13. Thanks for the link! I wonder why I couldn't find that, must have been a bad google, anyway this 0.25 * ( count ( allDeadMen select { _x inArea thisTrigger && ( [getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side")] call BIS_fnc_sideType == east ) } ) + count ( thisList select { side _x == east })) >= count ( thisList select { side _x == east }) worked for me, here is the original post
  14. hi there, need some help, actually, I need a lot of help but that's for local mental health services to sort out... any way. I'm looking for the most simple way to set up a trigger that fires when any given percentage of the units are killed/not present, ie, area trigger for opfor over a town, finding every last opfor is time-consuming and boring, I need the area trigger to pop the "clear the village" objective trigger when only 50-75% of the opfor are dead. I want to try and do this inside the trigger avoiding external scripts if at all possible. any quick and dirty ways to go about this? oh and it will be run on a dedicated server cheers guys
  15. that's what I had hoped! do you know how they are used? what each line means, where do the skids or wheels go etc? worth a shot!