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Fr3eMan

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About Fr3eMan

  • Rank
    Sergeant

core_pfieldgroups_3

  • Interests
    L'arte della guerra, Hagakure the Book of the Samurai, The Art of War, L'arte Di Ottenere Ragione, C
  • Occupation
    Superintendent

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  • Website URL
    https://www.drunkenreapers.org/
  • Steam url id
    http://steamcommunity.com/profiles/76561198010862174/
  • Flickr
    http://www.flickr.com/photos/jsan/

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  • Gender
    Male
  • Location
    Firenze

Recent Profile Visitors

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  1. DeleteVehicle Trigger

    Thanks @KC Grimes and @pierremgi both answer are very useful, I solved and optimize the script.
  2. I usually delete vehicle by trigger with a below script, but I recognise this script cancel only the vehicle and not the crew, I have to run twice for let delete first the vehicle than the crew, and the problem is not the deletion of the trigger, is happen anyway, any suggestion? _trigger = createTrigger ["EmptyDetector",[4000,4000,0]]; _trigger setTriggerArea [1,1,0,false,-1]; _trigger setTriggerActivation ["ANYPLAYER","NOT PRESENT",true]; _trigger setTriggerStatements ["this","{deleteVehicle _x} forEach nearestObjects [thisTrigger, ['O_MBT_02_cannon_F','O_crew_F'], 10000];deleteVehicle thisTrigger;",""];
  3. Hi all! I have two question, I usually use BIS_fnc_spawnGroup for spawn enemies on map, and working nice, but If I spawn also some object around, the spawned unit can glitch inside a pass away without problems, for them do not exist this object. Sometimes i saw same problem on missions made by others scriptwriter, and sometimes happens also with existing object of the map, I mean not spawned but asset of island. Any suggestion for avoid this problem?
  4. Swivel Target

    MP on dedicated server. So you can confirm is a common problem of this object.
  5. I have a problem with spawned swivel target, they just doesn't do action swivel. It's only my problem or somebody else had the same problem? The object class used for test is "Land_Target_Swivel_01_F".
  6. Use remote execution https://community.bistudio.com/wiki/Arma_3_Remote_Execution https://community.bistudio.com/wiki/remoteExec Have to work as below, but I never use with addActions additional arrays, so you have to test [_veh, ["Stop here", "Stop.sqf", [_veh, _pass, _AI], 0, false, false, "", ""]] remoteExec ["addAction", 0, false];
  7. multiple trigger script

    That's working nice, thanks all for assistance!
  8. multiple trigger script

    You right, it work with only one trigger size, I try to adapt with different size and doesn't work, I to do more test.
  9. multiple trigger script

    Looks like the pushBack command doesn't work, I did already some test with it before write here, I try also to use the both code by Grumpy and Davidoss but nothing the trigger remain present, I try also Schatten suggestion but nothing, test done in editor, all codes was executed by remoteExec command line and in both condition 0 (globally) and 2 (only server side).
  10. multiple trigger script

    In another trigger, when the area become captured by players, the trigger activation have in the setTriggerStatements the deleteVehicle _trigger = createTrigger ["EmptyDetector",(getMarkerPos _marker)]; _trigger setTriggerArea [500,500,0,false,100]; _trigger setTriggerActivation ["EAST","NOT PRESENT",false]; _trigger setTriggerStatements ["this","hint 'Area Clear'; deleteVehicle trigger0; deleteVehicle trigger1; deleteVehicle trigger2; deleteVehicle trigger3; deleteVehicle thisTrigger;",""];
  11. Hi all! I'm trying to create a dynamic multiple trigger script for automate the creation and delete of triggers around some specific areas. The part of creation almost working nice using the below code, but if I try to delete the trigger by deleteVehicle command the trigger aren't deleted, so I think the problem is the name I give to the trigger is not really used during the triggers creation, I'm for sure missing something but I really have no idea what. _Triggers = [ ["trigger0",[_posX,_posY,_posZ],[_sizeA,_sizeB,_dir,true,_sizeH]], ["trigger1",[_posX,_posY,_posZ],[_sizeA,_sizeB,_dir,true,_sizeH]], ["trigger2",[_posX,_posY,_posZ],[_sizeA,_sizeB,_dir,true,_sizeH]], ["trigger3",[_posX,_posY,_posZ],[_sizeA,_sizeB,_dir,true,_sizeH]] ]; { _trigger = _x select 0; _pos = _x select 1; _size = _x select 2; _trigger = createTrigger ["EmptyDetector",_pos]; _trigger setTriggerArea _size; _trigger setTriggerActivation ["EAST","PRESENT",true]; _trigger setTriggerStatements ["this","{deletevehicle _x} forEach thislist;",""]; } forEach _Triggers;
  12. Moving Targets

    Is work, but not properly, I mean the target spawn and move but very slowly each 10 seconds more or less. Do you know how to fix the speed trouble?
  13. Yes, I tried to use onTreeDblClick but probably i make some mistakes. Anyway also this information are very helpful, for what I saw there aren't much sample about this kind of UI, I will try rewrite the script better.
  14. Hi all! I'm trying to give to each tree child a command, but unfortunately till here I just made some finite list of errors... Now, this part of the below code working, but I've little experience on UI scripting and I really have no idea to how assign a command on each child, thanks in advance. tvClear 456; [] spawn { disableSerialization; _display = findDisplay 1500; { tvAdd [456,[], _x]; } forEach ["PARENT 1","PARENT 2"]; { tvAdd [456,[0], _x]; } forEach ["CHILD 1","CHILD 2"]; { tvAdd [456,[1], _x]; } forEach ["CHILD 3","CHILD 4"]; };
  15. BIS_fnc_taskPatrol

    Working fine also with unit/vehicle on sea.
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