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thetrooper

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About thetrooper

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    Gunnery Sergeant
  1. hmmm, unit is still joining group when murder1 and en12 are still alive. They though only be joining if both of these are dead. Any ideas?
  2. Hi all, got a couple of questions around && and || .Basically who do I get this code to work? (ff1 distance civ1 < 5 || ff2 distance civ1 < 5 || ff3 distance civ1 < 5 || ff4 distance civ1 < 5) && !alive murder1 && !alive en12; I'm trying to say if these units are less then 5m away from a unit but also two other units have to be dead? Trying to add it into a condition field. Also how would I write it if in a SQF file?
  3. If I set unit tp 0% presence how do I script the presence to 100% though?
  4. Hi all. I'm wondering if there is a better way to spawn units. If I place units where I want them in 3D editor, is there a way that you can make them only when a trigger is activated? I'm used to scripting units to appear on markers etc.
  5. Hi all, I'm having difficulty trying to keep my original task assigned. Script below for my task. _null = [west, "tskobj_1", ["briefing", "name of task", "task named in briefing"], "marker", true] spawn BIS_fnc_taskCreate; If I create another task after that then that will become the current assigned. How can I keep the first one being the current one?
  6. Hi all. I'm trying to set a enemy unit to look in the direction of the closest bluefor unit. If a different unit appraches closer to him he will then look in that direction. Any ideas?
  7. Hi all, I've got a really annoying issue with a steam window keep popping up in game. Seems to happen randomly when I hold down shift to run. Not the right time anyone needs that to happen. Does anyone know how to switch it off?
  8. bump... still lost with this one
  9. No good on the first code I'm afraid austin_medic. The second would be more ideal at the moment though I'm still going to need the first for loading out kit for the units eventually :S
  10. if(!isNull en1) then {en1 setCaptive true;}; if(!is> Error position: <en1) then {en1 setCaptive true;}; if(!is> Error Undefined variable in expression: en1 Still has an error unfortunately. My code below: if(!isNull en1) then {en1 setCaptive true;};
  11. Would I have to write that for every unit or is there simplar way maybe in some sort of array?
  12. Hi all, I've got an issue with if a unit doesn't exist and I have a script running Arma3 throws up an error. How can I avoid this? Example. I got enemy units with variables from en1 - en34 (34 being total number) en15 has a has a probability set of 75% he also has en15 setUnitPos "MIDDLE" set in the init.sqf. en15 doesn't exist and get an error. I'm sure I never had that before. Is there any way to avoid it?
  13. thetrooper

    Ungroup a unit headache

    Love the editor. Has been missed for a lot of years. I'm struggling with some of the simple bits. How do I ungroup a unit? (in 2D was F2 drag mouse then ungrouped)
  14. Hi all, just had a brain wave. Is there a way to set a units waypoint to another unit? I'm looking at two options. 1. permanant - unit contantly following another. 2. waypoint refreshes - waypoint adjusts after a given time in seconds at current location of a unit First one i imagine is easy with experienced scripters. The second would be interesting for something like a fugative hunt. Any ideas?
  15. Yep, all handy tips, thanks everyone. Also helps facing the right way, this is solved
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