dreadpirate
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Posts posted by dreadpirate
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NVM, all units get joined in the same group
Then why does the number of groups keep going up?
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What is the locality of group when being deleted? Can removing units from group have some lag?
Try this:
(units _newGroup) join grpNull; [_newGroup] spawn { private _grp = _this select 0; waitUntil {(count (units _grp)) == 0}; [_grp] remoteExec ["deleteGroup", _grp]; };
It's a server-side script, so remoteExec shouldn't be necessary?
Tried this and it was much the same.....
I feel you're on the right track with spawning a process to check when the group is empty, but something is still missing.....
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According to the wiki, deleteGroup :
In Arma 3 when last unit leaves a group, the group gets auto deleted. Manually deleting all units from a group however, does not auto delete the empty group.So for my AI respawning script JEBUS, I have been trying to clean up groups with no alive members using:
(units _newGroup) join grpNull; deleteGroup _newGroup;
According to allGroups, my demo mission starts with 26 groups, but after about 10 minutes of fighting and respawning, it reports 62 groups, so something isn't working.
How do I clean up old empty groups, keeping in mind that new empty groups are being created as AI groups are respawning?
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Is this patch being worked on anymore, or is the latest version of this final?
Still being worked on:
https://forums.bistudio.com/topic/188702-a2a2oa-beta-corepatch-01032015/
(Date in the title should be 2016)
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I had an issue with GAIA today where an infantry group started creating hundreds of waypoints (I was observing in Zeus).
When it got to 1300 waypoints, I deleted the group, but when it respawned, the same thing started happening.....
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Zamak has 2 textures, 0 is the cab and 1 is the back.I've been having issues with the Covered Zamaks, the texture I put in only is applied to the back cover leaving the front with the bog standard AAF camo. Am I doing something wrong?
EDIT: Just checked, it's the same issue with the uncovered variant
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I'm having the same problem.
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Place the trigger right next to the spawn point and give it a size and shape you want.
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Sync the respawn point to a trigger with condition BLUFOR NOT PRESENT.
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It's just occurred to me having a quick look around the editor that there are no civilian aircraft (by default) in Arma3.. surely this can't be the case?
I remember there were a few available in Arma2/OFP, where have they all gone?
Can anyone point me in the direction of a good mod that puts some in if this is the case please?
There's a Cessna on Armaholic. Also some civilian jets by Ivory Aircraft
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also, unrelated but can anyone think of a clever way to populate an EDEN created structure like this? My go to unit spawning script is EOS and it won't work over water and when I try to just use Zeus/Ares, the units spawn on the ocean floor instead of the object placed over the water.
I'd just place units manually in Eden. My guess is that they'll have a hard time navigating and you'll have to get them to fight standing still.....
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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.
The script in my signature has this ability.....
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Black Taru
[this,["black",1]] call BIS_fnc_initVehicle;
(In Eden, you can set the texture to black in Attributes, but this will still come in handy for spawned Tarus)
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I cannot get this to work anyone else having issues?
It still works, it just exhibits some odd behaviour at times eg groups going "active" before they have seen enemies.
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What I mean is, I've taken A3 scripts and made them work in A2 with a little modification. If all you need is some civilians wandering around the villages, it shouldn't be that hard.
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Because Alice doesn't exist for A3, there are a bunch of different civilian spawning scripts which might be ported to A2.
Civilian Occupation System, for instance, allows you to specify the classnames of civvies to spawn...
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Try other values than 10, like 0 or -1.
Alice and Silvie have been exhibiting some strange behaviour under the latest patches.
What sort of mission do you have? Maybe there's another way to go?
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I think the Wiki has a typo, try "civilianRarity" instead of "vehicleRarity"
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Right click on the object and select Attributes.
Under Object: Special States, uncheck Enable Simulation.
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Master Stratis & Master Altis still work, so there must be a way of doing it, but I'm having the same problem at the moment...
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I have the same issue. I've taken to using Civilian units (hidden away from the action) as Zeus.
Master Stratis & Master Altis still work, so maybe we need to extract those mission files and see what BIS are doing differently?
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Yes yes, that's what I did initially, but it didn't work. So I came here to make a forum post about it. And I am absolutely sure that the trigger is being activated, as it has a secondary function of adding some units to the player's squad.
OK, well it's working on my end, so I don't know what's going on.....
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In Eden:
- F5 (Systems) -> Multiplayer -> Respawn Position
- Double click to edit attributes, set it to Type: Infantry, Side: BLUFOR.
- F3 (Triggers) -> Trigger (0 100m)
- Double click to edit attributes, set it to Activation: BLUFOR, Activation Type: Present.
- Right click on Respawn position, select Connect -> Sync To and drag the line so the Trigger is highlighted, left click
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Always deleteGroup responsibly.....
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
(I tried your clean up script with the deleteGroup part active and this happened several times)
I was thinking of adding a "MPKilled" event handler to all spawned units to deleteVehicle them when there are no players nearby. That should help with emptying out groups, right?