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Joe98

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Everything posted by Joe98

  1. Place 3 triggers on the map covering the area required. The three triggers need to be nearly the same size, not exactly the same size, so you can edit the triggers easily. Name your 3 leaders: lead01 lead02 lead03 Now place 3 boxes on the map. On the side in an out of the way place. Name the boxes box01 box02 box03 For trigger 1, you write a command so that when lead01 enters the trigger area, box01 is deleted: deletevehicle box01 For trigger 2, you write a command so that when lead02 enters the trigger area, box02 is deleted: deletevehicle box02 For trigger 3, you write a command so that when lead03 enters the trigger area, box03 is deleted: deletevehicle box03 Now place a 4th trigger on the map. Somewhere in an out of the way place. This trigger will fire when all 3 boxes are deleted: (!alive box01) && (!alive box02) && (!alive box03) The exclamation mark, just means - not alive. So, the three leaders enter the area, the 3 boxes are deleted and this causes your trigger to fire. .
  2. Joe98

    creation of trigger condition

    HOW TO MAKE THE MISSION END WHEN THERE ARE LESS THAN “X” TROOPS ON THE MAP = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = If the enemy is Opforce and I wish the mission to end when there are less than say 5 enemy remaining: Set up a trigger to coverthe whole map Activation is Opforce, Once and Present In the condition type: count thislist < 5 In your case, use independants instead of Opforce
  3. To start adjacent to an object = = = = = = = = = = = = = = = = In this example soldier green1 starts 20 meters to the east and 30 meters to the north of a truck named truck1 green1 setPos [(getPos truck1 select 0) +20, (getPos truck1 select 1) +30]; +20 = East side -20 = West side +30 = North side -30 = South side
  4. If there are 5 cars racing, they could finish in any order. There are 120 possibilities as to the finishing order. Place 120 triggers on the map. Each trigger represents the 120 possible finishing order. Each trigger has a hint, listing the finishing sequence of the 5 cars. Each trigger can only be fired by one car. In other words, each car can fire 24 triggers. As the first car crosses the finish, it fires a trigger which deletes all the triggers, with a hint saying that any of the other cars came first. As the second car crosses the finish, it fires a trigger which deletes all the triggers, with a hint saying that any of the other cars came second As the third car crosses the finish, it fires a trigger which deletes all the triggers, with a hint saying that any of the other cars came third etc etc Finally you are left with one trigger and the hint in the trigger lists the correct sequence that the cars finished. Presto! PS: If a car fails to finish there will be no result. So you need more triggers at the finish. Those triggers are fired after a given time and only when a given car is not present. This leads to another list of hints.
  5. You could put a trigger at the destination.
  6. I had an issue where, when the final enemy soldier was killed, the mission ended abruptly. I wanted to hold the tension to make players think that there were more enemy around! I needed 2 conditions to end the mission: That we occupy the position and that all the enemy are dead. My solution: Place 2 boxes on the map: box1 box2 When all the enemy are dead, this fires a trigger that deletes box1. When we occupy the position, this fires a trigger that deletes box2. The 2 conditions are now met. They can be met in any order. However I do not want the mission to end abruptly. When both box1 and box2 are deleted this fires a trigger that ends the mission. This trigger has a timer that lasts about 30 seconds. This holds the tension and allows my men time to take cover - except that after 30 seconds that trigger fires and with a message that the mission is over. Whew! You might be able to use this so that your mission does not end abruptly. .
  7. I have a set of notes on how to use the editor. The notes date back to Arma2 days. Here is an extract from my notes: Now we are going to create triggers to end the scenario. The first ending is that you have killed the Opforce soldier. Select “F3 Triggers” and double click on the map. Name this trigger “Opforce_killed” From the drop down select “ending 1” In the cell named “ Condition" type (!alive Red1) including the brackets The second ending is that you are killed Select “F3 Triggers” and double click on the map. Name this trigger “I_Am_killed” From the drop down select “ending 2” In the cell named “ Condition" type (!alive Blue1) including the brackets The third ending is that the mission ends after 2 minutes. Select “F3 Triggers” and double click on the map. Name this trigger “Out_Of_Time” From the drop down select “ending 3” In the cell named “ Condition" type time > 120 .
  8. Place the vehicle on the map. Using your mouse, lift the vehicle X meters above the ground. Click on the vehicle and obtain the vehicles coordinates. There are 3 coordinates: North-South, East-West, Above-the-Ground Now place a trigger on the map. The trigger has a command: car1 setpos coordinates. When the trigger fires, the car will be teleported to the position above the ground. Obviously it will then fall to the ground.
  9. Place an enemy soldier on the map and name him red1 Now write a command: red1 move getPos player; red1 setCombatMode "RED" The enemy will find you and kill you. This works with enemy soldiers, helicopters tanks and everything else. The problem is that when you move to another location, the enemy will always go to your original location. You need the command to start over and over again. The solution: Place a man on the map in an out of the way place. Place waypoints so he runs through a trigger. Place a cycle waypoint so he turns around and runs through the trigger again. He will now run through the trigger over and over again in a never ending loop. In the Activation field of the trigger type the command: red1 move getPos player; red1 setCombatMode "RED" In the Deactivation field of the trigger type the same command: red1 move getPos player; red1 setCombatMode "RED" When the trigger is activated the command is run. When he runs out of the trigger, the trigger is deactivated, the command is run again. In your testing, you need to find out just where the trigger deactivates. If the trigger does not deactivate, then this will not work. So use the command: hint "trigger ON ON ON" and hint "trigger OFF OFF OFF .
  10. Joe98

    Position in house

    Place a man on the map (you) Place a second man on the map, on a floor as you said. Make the second man "playable" Start the scenario and jump into the shoes of the second man. Make sure he is alive and healthy, that he is not stuck in a wall, not stuck in the floor and he is in exactly the correct position. If he is not, then make corrections. Now find other positions and repeat the process. You might finish with 10 positions. Name your 10 enemy soldiers, red01 through red10 Now we write a script if (random 100 < 50) then {deletevehicle red02}; /// to delete red02 at random if (random 100 < 50) then {deletevehicle red03}; /// to delete red03 at random if (random 100 < 50) then {deletevehicle red04}; /// to delete red04 at random if (random 100 < 50) then {deletevehicle red05}; /// to delete red05 at random if (random 100 < 50) then {deletevehicle red06}; /// to delete red06 at random if (random 100 < 50) then {deletevehicle red07}; /// to delete red07 at random if (random 100 < 50) then {deletevehicle red08}; /// to delete red08 at random if (random 100 < 50) then {deletevehicle red09}; /// to delete red09 at random if (random 100 < 50) then {deletevehicle red10}; /// to delete red10 at random At least one enemy must be on the map so we cannot delete red01. As a result, there will be any number of enemy from 1 to 10 and you will never know how many there are! Not only that, you might find 20 positions and each man starts at one of 2 positions at random. Find something tiny like a small stone. Place 10 of them on the map. Set each one so it will start at one of 2 positions at random. for example red01 might start by with "red01 setpos getpos stone01" With this, you get 20 positions and a maximum of 10 enemy soldiers starting at any of the 20 positions at random. 😊
  11. Joe98

    Random Vehicle Spawn

    The other way to do this, is to place 50 bikes on the map. Place them along a road in an out of the way place. Then, when a trigger fires, one bike is moved to a random position - bike01 setpos getpos stone1 - and ensure the stone starts at a place at random. Do this with 50 triggers, 50 bikes and 50 stones. .
  12. Click on the item and drag the item up or down. OR: Click on the item and note the properties. An item is placed in 3 dimensions: North-South East-West Up-Down. Change the number in the Up-Down dimension.
  13. To the OP, I read your and I have to presume that you are trying to get artillery, controlled by the AI, to fire on you and other friendly players. People have had no end of trouble with this. An other solution, is to use artillery shells, or mortars or aircraft bombs, and have them explode near you or away from you at random.
  14. Place yourself on the map and name yourself blue1 Place an enemy soldier on the map and name him red1 In the init of the enemy soldier type this: red1 move getPos player; red1 setCombatMode "RED" Test 1: start the mission and remain stationary. The enemy will move to your starting position and kill you Test 2: start the mission and run away. The enemy soldier will run to your starting position…….and as you are not there he will stop So, we need to find a way, so that the enemy soldier always knows your current position. We do it like this: Place a civilian in an out of the way position on a flat road or on a runway. I strip him of weapons and ammo so he is not carrying a load. Place a trigger on the map. Set some waypoints and a cycle waypoint. He will run through the trigger and activate the trigger. He needs to keep running till the trigger deactivates. As soon as it deactivates he turns and runs through the trigger again. He does this over and over again. Place this command in the activation cell, and place the same command in the deactivation cell: red1 move getPos player; red1 setCombatMode "RED" So, start the mission and immediately run away. Everytime the civilian activates the trigger, or deactivates the trigger, the enemy soldier knows your new position. I have had a lot of fun with this. If the enemy has a handful of soldiers you cannot escape because you cannot look in every direction at once. If the enemy unit is a small chopper escape is difficult. Fun! .
  15. Name yourself blue1 Name your friend blue2 You will start at 3 places at random At each of those places create a trigger. Each trigger is fired by you and fired once only In the int of each trigger is a command: blue2 setpos getpos blue1 You start in a random place, you fire the trigger, he is instantly transported next to you. .
  16. As a test, instead of spawing arty, place the arty on the map, run your script and see if the script works then.
  17. I am going to place a car on the map. The car has no crew. I name the car car1 How do I get artillery to target this car? (presume the same shells as in the example above). .
  18. That hand grenades do not bounce when they hit the ground. When vehicles run into something, they bounce around as though they have no weight. .
  19. Place a trigger on the map. Set the dimensions of the trigger to create the rectangle you are looking for. In the editor is a marker named "System Empty". I like it because, when working in the editor, this marker is visible. When playing the game, this marker is invisible Place a System Empty Marker in 3 of the corners of your rectangle. Place yourself in the 4th corner. Right click on yourself and select Connect - Set Random Start. Draw a line to the first marker. Do it again and draw a line to the second marker. Do it again and draw a line to the third marker. When you start the mission, you will start at one of 4 places at random. That is at your starting place or one of the 3 markers. For the purposes of book keeping, I colour these markers blue as they represent the starting places of Blueforce. For Opforce I colour them red. Now you have 3 markers but you are going to start at 4 places at random. If you come back to edit this in a few months time, you might be confused. To stop confusion, I place a 4th marker in that 4th corner. The marker is coloured blue and the marker is not connected to anything. Now I name all the markers, Blue_Start01, Blue_Start02, Blue_Start03, Blue_Start04. Now that you are finished, remove the trigger. It is not actually used for anything so remove it to stop confusion when you come back in a few months to edit the mission. . .
  20. Joe98

    Moving end point?

    Place a small stone or small rock on the map. Arrange it so that it always appears at a random place. Trigger 1: Walk through this trigger. The trigger has two commands: 1 - trigger2 setpos getpos rock1 2 - Coloured marker 1 setpos getpos rock1 In effect, trigger 2 will always start at a random place and a marker appears over trigger 2 .
  21. I do this thing all the time. Just use my instruction in post 2 of this thread.
  22. Soldier 1 begins at any of 5 markers at random Soldier 2 begins at any of 5 markers at random Or, your method means the 8 soldiers are spread between the 5 markers.
  23. The leader: Name the leader blue1. Place 5 markers on the map as you have done and he will start at one of 5 places at random. At each of the five locations, place a trigger. The trigger is fired by blue1. The other soldiers are named: blue2 through to blue8 In each of the triggers type code: blue2 setpos getpos blue1 blue3 setpos getpos blue1 etc etc blue8 setpos getpos blue1
  24. One time, I was trying to create a Great War scenario. There are no bolt action rifles, so my solution was to give each magazine one round. That means after each round, the soldier has to reload, a bit like a bolt action rifle. This might be useful to you and your GL magazines: The classic command gives six magazines each of 30 rounds {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6]; This command gives 6 magazines each of 15 rounds {this addmagazine ["30Rnd_556x45_Stanag", 15]} forEach [1,2,3,4,5,6]; This command gives 6 magazines each of 1 round {this addmagazine ["30Rnd_556x45_Stanag", 1]} forEach [1,2,3,4,5,6]; .
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