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30 ExcellentAbout fawlty
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Triggering a trigger after the trigger first trigger has done everything in it.
fawlty replied to MRBased aka fish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could you not just delay the second trigger with a count down (bottom of the trigger) -
Performance after the latest Update yesterday
fawlty replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
I also have joined, for quite some time -
Performance after the latest Update yesterday
fawlty replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
I didn't have that many workshop compositions only user made so updating was not a factor. I removed all my workshop comps and am now going through all my user made (just shy of 900 - geesh) to clean house. As mentioned in a previous post this was never a issue pre the last update. I think until I've reduced the number I'll just move my composition contents to the desktop any time I host. Glad it helped you out 'the_one_and_only_Venator' 👍 -
Performance after the latest Update yesterday
fawlty replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
Discovered something today and thought I'd pass it along. I removed my compositions to the desktop and found A3 was once again back to being responsive as before the last update. I must admit I have way to many compositions and will now have to sort what I really need to keep. I knew it wasn't the missions causing the problem because the lengthy pauses occurred even in a empty VR map. Using Zeus with all those compositions is not a option. Hope this helps Cheers...F -
Performance after the latest Update yesterday
fawlty replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
Getting the same except it never continues as normal I experienced it during hosting a mission last night I checked with my group to see if it was affecting their game but it was not thankfully or it would be game over for Arma 3 sessions. -
Performance after the latest Update yesterday
fawlty replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
Having the same issues, no problem before the last update. I did try with no mods and it certainly was a lot better but the more mods I added the worse it got but I couldn't narrow it down to any particular mod. I've built 70 missions over the years all of which have mods or various dlc,. I've put 6000hrs. into mission building and hosting online, so I know the sim very well. I get together every Wed. with a small group but last week was painful with all the in game pauses, even jumping into the arsenal was a problem. I actually thought I was going to crash a few times it took so long to recover. I did check game files via Steam and all was good I'm running a 6 core intel @ 4.9GHz, 32Gb of ram a 12g 3080, Arma 3 on a dedicated m.2 ssd with 265gb free out of 465 -
Yup that got it soldierXXXX, just needed a set of brackets. JCataclisma works but it was good to get your script to work as well. Thanks again to both of you for the help. Cheers
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Figured I had it wrong, although I did try various formats re; You can't combine nearestObjects with nearEntities Hate to say it but I'm still getting error msg's with {[_x, 2500] execVM "fn_taskRush.sqf"} forEach cap0_1 nearEntities [["O_Soldier_base_F"],51];
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soldierXXXX, I probably have this wrong {[_x, 2500] execVM "fn_taskRush.sqf"} forEach nearestObjects [cap0_1 nearEntities [["O_Soldier_base_F"],51]]; it's a no go JCataclisma. worked great. BTW; if I want to make west the enemy do I just change the 'nearbyEastTroops' to 'nearbyWestTroops' I'm not sure about that 'SoldierEB' bit Thanks to you both Edit; just tried it out and it looks like east to west is all that's needed Thanks again
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activation of a trigger I'm trying to use this directed to opfor in this case east {[_x, 2500] execVM "fn_taskRush.sqf"} forEach nearestObjects [cap0_1, ["all"], 51]; I want to change "all" to "east" but it's more complicated than that. I use this to have patrolling opfor forces rush us. If I leave it as "all" the civilians will also approach us.
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Support provider_helicopter transport_module question
fawlty posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a script to call in a heli transport using the module 'support provider, helicopter transport' with only the pilot. The reason I'm looking for this is to be able to take the co pilots seat when boarding and control the heli. I would imagine the script would go in the modules Vehicle init: location or a trigger to delete all the crew except the pilot. This would give it more realism than shooting the co pilot to take that seat 😁 -
Forced AI Movement via scripted Waypoints
fawlty replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice work JB. I wonder if this works for something like tanks crossing a bridge. I've been using your boat script (Vietnam) so far and for the most part been having good luck with it. 👍 -
fawlty changed their profile photo
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Steam ID has always worked for me or anyone I grant access, as it never gets changed. The id is found in your steam profile
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Thanks Pierre Didn't realize "Note: if a player is in a vehicle, the vehicle + crew teleport." P2 setPos somewhere else; So if I instruct say p2 into the second tank and set up a second trigger, p2 and all occupants will relocate to designated coordinates? I didn't want to find out the hard way, in mission.
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I've been using this which works fine if everyone's in the same vehicle [] spawn { ["Get ready for Quick Travel",0,0,6,0.2,0,789] spawn BIS_fnc_dynamicText; uisleep 5; [0] remoteExec ["BIS_fnc_fadeEffect"]; uisleep 3; (vehicle player) setPos ([4137.54,2133.24,0]); uisleep 1; [1] remoteExec ["BIS_fnc_fadeEffect"]; uisleep 2; }; The new mission I'm working on has two sherman tanks with players in each, I want to reposition both to save travel time. Any suggestions to make this work without both tanks spawning on top of each other? Players are named p1,p2 etc.