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Ice_Rhino

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Everything posted by Ice_Rhino

  1. I want to trigger an event when one or both named units enter a trigger area. I can't use BluFor Present, has to be one or both named units Thanks Toni(IR)
  2. Hi Community, I have a helo that comes in and lands. What I want is for on landing 8 soldiers get out and two named AI get in (I presume as cargo), then for it to take off. As I said I have got it to come in and land on a trigger, just trying to get the Unload/Load part straight. Got to work out how to spawn a team in the helo as well. Any help appreciated Toni(IR) ---------- Post added at 15:37 ---------- Previous post was at 15:26 ---------- If it is a complication the Helo starts over water
  3. I thought I had this licked as per my tutorial (which still seems to work). I have a helicopter which has me in it as cargo. I have a series of waypoints, one of which is a 'Transport Unload' on an Invisible Helipad at Air Station 26. No matter what I do, the helicopter flies in, gets over the waypoint and then boots me out without landing. I have tried it with both -- helo land "get out" -- and without on the ON ACT part of the Transport Unload, but no matter what, I get ejected . Anybody got any ideas? Thanks as always Ps. How do I get my player to sit on the outside seats of the MH-9 (just for coolness)
  4. 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
  5. 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
  6. Yes, this is partly the reason I am trying this, but also for a quick play through of the mission.
  7. 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
  8. All EAST AI within trigger area to be killed/setDamage 1 Thanks T
  9. 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
  10. 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
  11. Yeah, I do not even get the option to pickup crate on the mouse wheel roll menu
  12. 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
  13. And that is exactly what I did
  14. 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
  15. 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
  16. Ice_Rhino

    Creating Civilian Behaviour

    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
  17. 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
  18. I have a team that moves through a town whilst the players provide Overwatch. Sometimes however they engage in combat with AI the players have missed and it kind of screws up their behavior long term. I am more than happy for them to engage in the initial gun fight though. I am wondering what the most efficient method is for them to reevaluate their situation after a given amount of time and then return to their WP path through the town. Guess with the right commands I could under a trigger. My question is two fold; 1. Can you reset their behavior or reevaluate after a given amount of time 2. Is it possible to capture an event which triggers as them being under fire. That way they could make a radio call to the players that they need help and are under fire??? Thanks
  19. 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
  20. Ice_Rhino

    AI Report Direction of Fire

    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
  21. 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
  22. Ice_Rhino

    Weird Purchase Message

    Only posted it here because I was in the editor when it happened
  23. 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?
  24. ​​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
  25. 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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