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Asclepius

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About Asclepius

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  1. Thanks guys. I should have been more specific, I just meant the dissection of the last part (putting a group in to an array). I'll try this when I get home.
  2. I've been trying to figure this out for a couple of hours now and couldn't figure it out based on past posts... so I spawned a group with the BIS_fnc_spawnGroup function. I already named their group and set their formation and behavior, but I want to make them all do a command (doWatch). I think the command doWatch expects a singular unit, or an array. I can't figure out how to set that group as an array or even put in the members of the group... Here is the latest trial and it's still not working. _grp1 = createGroup Hills; _grp1 = [getMarkerPos "Bad", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; _grp1 setFormation "LINE"; _grp1 setBehaviour "COMBAT"; _array = [_grp1] { _x doWatch [markerPos"HILLWATCH"]; }; forEach [unit, _array]; I've also tried just forEach [_array]; I'm stabbing in the dark here based on what I'm seeing on other versions of running a group through an array function. If someone could help me out and explain each element you need to do this I'd appreciate it. I'm trying to learn and not just copy code. Thanks.
  3. I tried searching for this and couldn't find much. Is it possible to update or change the briefing depending on in game actions? For example, you search a body, discover new intelligence, and the briefing screen on the map adds another information tree with a new description as well as a picture... or alternatively adding a picture to an objective description task? Thanks
  4. I am having trouble getting the Set Task Destination portion of the Intel modules to work properly. My first task works great. Under the Create Task Module Task1 the Set Task Destination module is synchronized to a helicopter and the create task module. Under Marker for that first task I have "BOARD". When I run the mission this one shows up perfectly and I don't have any problems. However, when task1 is set to success (through the Set Task State module) and the second task is assigned, I have the same steps (where the Set Task Destination is set to set to "synchronized objects") and the Set Task Destination module is synchronized with the second Create Task module and a boat with "INVESTIGATE" under the second create task Marker field, nothing shows up. I have about 5 tasks so far, all of which progress properly once they are achieved, but after the first one I am not getting any markers to show up in the HUD or in the map. Is there a specific logarithm you need to follow in the order of objects synchronized in order to get it to work? Any help is appreciated. Thanks.
  5. Thanks, Cobra. That works awesome for that particular task. Can I use that same type of script in the MissionTasks and Init to set tasks rather than using the triggers, or are they used in conjunction with one another? For example, if I want to make the first task to board a helicopter, I just use this: case "task_1"; { if (_taskState == "") then { [units group player,_taskID, [ "Board the helicopter.", "Board the helicopter", "BOARD" ], [position Heli1 select 0, position Heli1 select 1,0], TRUE ] call BIS_fnc_taskCreate } else { if (_this == "Current") then {_taskID call BIS_fnc_taskSetCurrent} else {[_taskID, _this] call BIS_fnc_taskSetState} } }; And then have the second task as "investigate" use a similar one on a trigger or object named Task_2? (I got the heli option to work, but the second task isn't working. Thanks again.
  6. Asclepius

    Need a light? :/

    Not sure about the lights, but try this for chemlights: http://forums.bistudio.com/showthread.php?148331-Placing-Chemlights-on-the-map-How
  7. Thanks Cobra. I have the BI Editing Tools 2. Where do I find the mine FSM? I can't seem to find anything related to the showcases other than my saved games. I downloaded Eliteness as well.
  8. I tried searching and found some old things for Arma2 based on land mines, but I'd like some help on sea mines, either moored or the bottom ones. I'd like the player to have to "clear" a mine field by deactivating 10 mines, with a counter, and the success of that task triggered by deactivation of all of those mines. I can't quite figure out how to interrogate the game to see if any of the mines are deactivated. Would it be possible to put a script in the initialization of each mine that may not do it through the game mechanic of deactivate, but would be counted in terms of activating the success of the trigger? (something with [addaction])? Thanks
  9. Asclepius

    Helicopter LightOn Problem

    So I have the collision lights on now... but the main light won't go on. Here's what I have in the helicopter initialization (Heli1) this action ["CollisionLightOn", (vehicle Heli1)]; this action ["lightOn", (vehicle Heli1)]; I also have the module modify behavior set as previously suggested. Any help is appreciated. Thanks!
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