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Posts posted by Ice_Rhino
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This was the code I was trying to use but it also killed a BluFor group. I shall look at the other threads suggested.
{if(_x != player && getPos _x distance getMarkerPos "someMarker" < 2000) then {_x setDamage 1;};} forEach allUnits;
Thanks though
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All EAST AI within trigger area to be killed/setDamage 1
Thanks
T
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For the purposes of testing;
Is there a way that I can put down a Trigger with a radius that on a radio command will kill everything 'EAST' or setDamage to 1 within the trigger area?
If so, how would I go about this?
Thanks
T
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I just tried it with my friend online and we both had the option to pick up Crate. Only one of us could do it and when one of us did it, then we were pushing it up hill like a hockey puck out in front of us on the ground.
Heading in the right direction but not quite there.
Thanks
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Yeah, I do not even get the option to pickup crate on the mouse wheel roll menu
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OK, I tried it with the init line in the crate, but if it requires two people I will have to wait until my friend comes online later. When I approached the crate there was no option to pick up crate so I assume this is the two player thing again. Damn, now I have to wait for 7 hours to test it :(
Thanks anyway for all the help so far. I will of course report back
T
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And that is exactly what I did
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Thanks DE,
Tried your suggestion but doesn't seem to do anything. A couple of questions;
1. Does the crate need to be named?
2. Do I have to specify the player names?
The way I tried your code was to create a carrycrate.sqf in the mission folder. Create a 2m round trigger around the crate with group link to the player 'Any group member present'
Thanks in advance
T
Thanks
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Is it possible to simulate or actually allow two human players to carry a crate from insertion to an overwatch position? I ideally I would like one on each side carrying it
Hope to hear soon
T
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Hi
Is it possible to change the displayed unit name of AI members? I am not talking about player_1 etc, more that player 1's surname is 'Davies' for example, so that when they join my group I know who is who
Thanks in Advance
T
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Thank you for your suggestions. I looked at FSM and did not understand it. I am going to try the code suggested above.
Thanks to all
T
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Hi All,
Me again with my next stupid question(s).
I have a number of civilians placed on my map that walk random paths. Also in my mission I have a number of OPFOR also walking on random paths within the same town. What I want to do is, when a civilian is near gun fire, or within a certain range of a dead enemy soldier, I would like them to run into the nearest house and preferably de-spawn. I don't really want to kill them via script though, hence de-spawn idea.
Currently I am using a script for the BluFor team for which I am providing Overwatch that tells me if they are under fire;
this addEventHandler ["FiredNear", {(_this select 0) sideChat "We are under fire, requesting assistance!"; } ];
This obviously only provides side chat messages if the team is within 69 meters of gunfire, I was wondering though if I could modify it to do what I wanted to do. Or at least use it in conjunction with whatever you genius' come up with :)
Thanks in Advance
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Hi DE,
No I do not have the FiredNear distance issue worked out. I did not even know about the 69m until you just said it. I am not sure how to progress now then.
Thanks anyway DE
T
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I have a mission that I am working on. Four divers come ashore and perform a set of tasks whilst the player(s) provide Over-watch Sniper cover from a nearby hill. When the divers come under fire they report in that they require assistance using the following code;
this allowDamage false;blu_divers = group this;this addEventHandler ["Killed",{ if (isNil "DeadDivers") then {DeadDivers = 0}; DeadDivers = DeadDivers + 1; publicVariable "DeadDivers"; }];this addEventHandler ["FiredNear", {(_this select 0) sideChat "We are under fire, requesting assistance!"; } ];
Is it possible to get them to report which direction they are under fire from and add that to the sideChat text?
Also, they hunker down when they are threatened and I do not necessarily know why, any way for them to report that or just reset them on a Radio command??? The fire from direction is more important.
Thanks in advance
T
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Only posted it here because I was in the editor when it happened
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I was just in the editor and went to preview a mission I am working on and a message came up on the screen 'ARMA 3 - Thank you for the purchase'.
I have owned ARMA 3 Deluxe for months now, why a in game message now?
Any ideas?
T
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​​I think I have worked out a crude method to do this. Just in case anyone is interested here is what I have done;
[size=2]1. Create a trigger in which the player enters (BluFor Present). Set the 'On Act' to 'publicVariable "varcre";varcre = 0;hint"Variable Created";' 2. Created the OPFOR Not Present trigger and set the 'On Act' to 'varcre = varcre +1;hint"OPFOR NP Trigger";' 3. Created the Countdown trigger and set the 'On Act' to 'varcre = varcre +1;hint"Countdown Trigger";' 4. Created the trigger to check the variable value, Condition 'varcre ==2', On Act to 'hint"varcre equals 2";'[/size]
The above triggers on point 4 when the variable named 'varcre' is equal to 2, however for the purposes of my mission I shall set this test to be the value of 1. I only used 2 to prove the point to myself
As I said, this is crude, probably long winded, totally inefficient, but it was the best I could come up with at the time.
Regards to all
T
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Hi,
I have an AI team in place hold at a WayPoint. I want to create a Trigger that fires based on either a '10 Minute Countdown' OR 'OPFOR Not Present'. Once either has been fired (whichever comes soonest), I can then link it to allow the AI to move onto the next waypoint.
Any ideas?
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Hi,
I was using the following code to force 1 to 4 units back to a marker named 'mkr_target_1'. For some reason though, the last day or so, the AI in question seem to be ignoring the command
hint"AI to Target Location 1 Trigger";[opf_patrol_1a,opf_patrol_1b,opf_patrol_1c,opf_patrol_1d] doMove (getMarkerPos "mkr_target_1");
Any ideas?
T
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I can't use any member leaving because I need it to be both. I think I might try this code and see how this works out;
[size=2][color=#000000][font=tahoma]{_x distance thistrigger > 50} count units group player == {alive _x} [/font][font=monospace][font=tahoma]count units group player[/font][/font][/color][/size][color=#0000BB][font=monospace] [/font][/color]
Anyone got a theory as to how to break the above down and relate it to my player group called 'bluplagrp'
I will let you know
---------- Post added at 09:20 ---------- Previous post was at 09:08 ----------
Nevermind, it works perfectly as is.
Thanks to all
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I have a two man team, player & ai. I have two triggers, both are grouped to the player and set for Whole Group>>>Repeatedly>>>Not Present. Triggers are 30x30 and each slightly offset from the other. One displays hint"About to leave game area" and the other hint"You have left the game area". Why, when I instruct my AI to stand still in the trigger, do they fire if I walk out of the trigger areas.
Surely if I have set it to Whole Group not being present, then it should only fire if we both leave. No?
I hope you can help
T
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I've seen that, but I think it was on some edition of CoD or Medal of Honor....Yeah, you are probably right. No problem though, was just an idea
Thanks
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Thanks Cuel, that is eactly what I want to do. Gonna watch banjo's movie and then dissect what you have done for me.
Thanks to SPID also
Kindest Regards
Trigger - Kill Everything East in Trigger Area
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Yes, this is partly the reason I am trying this, but also for a quick play through of the mission.