azz_er
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Everything posted by azz_er
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SP/COOP 5 - Operation White Noise [NO REVIVE/RESPAWN]
azz_er replied to azz_er's topic in ARMA 3 - USER MISSIONS
Glad you enjoyed it. -
Nvm fixed it.
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Got the units entering combat mode straight away issue as well, anyone know a fix?
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SP/COOP 5 - Operation White Noise [NO REVIVE/RESPAWN]
azz_er replied to azz_er's topic in ARMA 3 - USER MISSIONS
Yeah could be. I don't run the development build and I'm not seeing any issues. Anyone else got these errors? -
Check my last post haha :( I might just have to create all the tasks in the briefing and then just assign them as the player progresses instead of creating them on the fly cause creating 4 at once causes my PC to stutter like crazy.
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Fixed it. This is what worked! if (["task1"] call FHQ_TT_isTaskCompleted) then { [PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", ""], [["tower1", "task2"], "Destroy the <marker name = tower1>first comm tower</marker>.", "Destroy Tower One", "", "assigned"], [["tower2", "task2"], "Destroy the <marker name = tower2>second comm tower.</marker>", "Destroy Tower Two", ""], [["tower3", "task2"], "Destroy the <marker name = tower3>third comm tower</marker>.", "Destroy Tower Three", ""] ] call FHQ_TT_addTasks;}; It didn't need the comma after the tower three task, not sure what else was changed but its happily in the trigger now haha! Thanks mate, really appreciate it. Edit: After all that, I can't use it anyway because when the trigger fires and the script runs it drops the FPS down to about 5 and doesn't recover... *sigh*
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Nope :( This is getting really frustrating...
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Nope still doesn't work so Im stumped... I dont get any other errors however when I try to add it to the trigger and the error shows, the cursor always puts it back at the { before PlayerGroup so maybe its something to do with that? I dont know. :S
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Its for Arma 3.
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Thank you mate and once again, really great script. Appreciate the work :) Edit: Nope still won't accept it in the trigger. Weird.. :S Its strange because it will accept this: if (["task1"] call FHQ_TT_isTaskCompleted) then {[PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", "", "assigned"]] call FHQ_TT_addTasks;}; But wont accept the code you wrote above for the parent/child tasks? Really strange.
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Sorry for posting all the time haha. I decided to scrap the 3 triggers and use the parent/child task system. For some reason my trigger won't accept this in its cond line (Gives a blank error) if (["task1"] call FHQ_TT_isTaskCompleted) then {[PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", "", ""], ["tower1", "task2"], "Destroy the <marker name = tower1>first comm tower</marker>.", "Destroy Tower One", "", "assigned"], ["tower2", "task2"], "Destroy the <marker name = tower2>second comm tower.</marker>", "Destroy Tower Two", "", ""], ["tower3", "task2"], "Destroy the <marker name = tower3>third comm tower</marker>.", Destroy Tower Three", "", ""]] call FHQ_TT_addTasks;}; any ideas?
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Try west instead of West, it might be case sensitive. ---------- Post added at 11:42 PM ---------- Previous post was at 11:41 PM ---------- Thanks mate. Really great script by the way! Not sure why you're getting so much flame about the JIP/Respawn stuff. Proper players dont play with respawn anyways ;) Need help setting up this trigger. Now I want this trigger to go off when 3 other triggers have activated. The trigger is to create a new task and the 3 others are to go off when the 3 buildings are destroyed. I've named the 3 tower triggers but I cannot figure out what to put in the cond box to check if they've activated. So far I've got triggerActivated but not sure how to list them so it checks all three.
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Try removing the commas I have marked in red. ---------- Post added at 05:00 PM ---------- Previous post was at 04:37 PM ---------- I'm trying to create a new task when an old one is completed. It works but the pop-up notification box comes up empty even though the proper task screen has all the info I entered. Any ideas? Here's what I've got in my trigger: if (["task1"] call FHQ_TT_isTaskCompleted) then {[PlayerGroup, ["task2", "Destroy the three communication towers at grid <marker name = obj2>052050</marker> using explosives.", "Destroy the Communication Towers", "", ""]] call FHQ_TT_addTasks;};
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ArmA 3 Editor Tutorials - Building Simple Missions
azz_er replied to Drumheller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This: http://forums.bistudio.com/showthread.php?150182-PROBLEM-IED-Triggers-at-each-Player -
Building Objects in Arma 3 can they be destroyed.
azz_er replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No you're grouping it in the correct way, just make sure you group FROM the trigger TO the building and make sure you release your mouse in the middle of the building (its name should pop up when you're good to release). -
Building Objects in Arma 3 can they be destroyed.
azz_er replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've created it for you in the editor in this mission: https://www.dropbox.com/s/f4bf1gfi9fr0hcx/static_object_trigger.Stratis.pbo Hope it helps. -
Adding explosive satchel to inventory
azz_er replied to FredTche's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem :) -
Adding explosive satchel to inventory
azz_er replied to FredTche's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Watch this: -
Building Objects in Arma 3 can they be destroyed.
azz_er replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. 1. Create a trigger near the building 2. GROUP the trigger to the building you want to be destroyed, i.e the transformer. 3. Click the trigger and its activation should read "Static object" 4. Set to "Not Present" 5. Set type to End1. Done. :) -
ArmA 3 Editor Tutorials - Building Simple Missions
azz_er replied to Drumheller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
With regards to the Ambush video, is there not something you need to put in to stop the bomb from "spawning" itself for every player? I can't remember what it is. Unless it is not needed for this IED method? -
Get working on A3 GRU bru.
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Can't wait to try these out Sam, looking good brosef
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Hey guys, Apologies if this has been mentioned but I seem to be unable to wear a dead enemy's uniform in the Alpha? I can however wear a dead friendly's uniform. Do I have to enable something or put a module down in the editor for it to work? Thanks.
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Operation White Goods By eXpo Description The Iranians are transporting drugs in their helicopters. Assault the airfield and destroy them. Features - Full briefing - Wide variety of weapons and vehicles to use - Makes use of the support modules Notes - This is my first public release of a mission in any ArmA game. Let me know what you think. - There are a few errors regarding the naming of squads in the lobby, nothing to affect the mission just cosmetic. - Be wary of the super AI in ArmA 3 atm, change your difficulty accordingly. - There is no respawn or revive in this mission. Installation Extract the .pbo file to your ArmA3\MPMissions folder. Change Log 1.0 - Initial release Credits Created by eXpo Download: https://www.dropbox.com/s/r9n07wk5gzfl1t0/co10_op_white_goods_expo.Stratis.pbo
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The red circle is in the game and nothing to do with the script. The other options like fortify etc were all part of UPSMON which I think he's referring to :D