

fawlty
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Activate trigger when 2 factions have been cleared
fawlty replied to fawlty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doesn't seem to like that Kalle, error msg's. Got to test it some more but I think this works though {side _x == east || side _x == independent}count thisList < 1 anybody in the activation -
Activate trigger when 2 factions have been cleared
fawlty posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm using 2 enemy factions, independent and opfor in a mission. I want to set the next task for when the trigger area has been cleared of both. I know how to do it with 3 triggers but figure there must be a way to do it with one. Thanks -
[RELEASE] Simple Bomb Defuse [script]
fawlty replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks M1ke_SK, fun mod. Anyone have a idea on how to set off a trigger if you successfully defuse the bomb? Want to trigger the next task for the mission. Edit; found this in a earlier thread which works, bar1_1 being the bomb ! (bar1_1 getVariable ["a3f_bomb_active", true]) -
Worked great Dread, Thanks
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I have two triggers activation set with opfor present. Condition this Activation {_x enablesimulation false; _x setVariable ["enablesimulation",false] } forEach thisList; This is the second trigger Condition this && player inArea thisTrigger Activation {_x enablesimulation true; _x setVariable ["enablesimulation",true] } forEach thisList; What could I use if I wanted to include Civilians InArea thisTrigger in the condition for both triggers I know you can set this in eden, setting distance but I like having more control over this.
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Show and Hide using trigger
fawlty replied to fawlty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
JD thanks for the tip I didn't realize layers are available after all these years of arma mission building. I used layers a lot when mission building Rise of flight and IL2 Flying Circus. See you can teach a old dog new tricks. Thanks to all for the input Cheers...F -
Show and Hide using trigger
fawlty replied to fawlty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Beno, I got the first part "On activation" to work but no luck with "On deactivation". Thanks anyway. Joe, thanks for the reply but I think we may be talking a different subject. -
I'm trying to do something like this but instead of path I would like it to be show or hide. Here's how my repeatable trigger is set up, in this case for civilians but it doesn't matter. Condition this && player inArea thisTrigger On Activation {_x enableAI "PATH"; _x setVariable ["pathEnabled",TRUE] } forEach thisList On Deactivation {_x disableAI "PATH"; _x setVariable ["pathEnabled",nil] } forEach (allUnits select { !isNil {_x getVariable "pathEnabled"} }) Wanted something like this rather than having to syc all the ai with the module. Thanks
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Another question would be, can the ai copilot or even all the crew less the pilot be deleted in the modules vehicle init to free up the seat.
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I've noticed with Prairie Fires transport support provider a player is able to move to the copilots seat and take over the flight. Vanilla Arma doesn't allow that. Any chance a script in the modules vehicles init would allow this?
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Enemy occupation system (eos)
fawlty replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
omri2050, I've been running into this problem which I never had in the past with some of my compositions. Example, I used to be able to remove, say a vehicle crew and change out the vehicle to whatever I required then added the crew back into the vehicle, but now when I do that the crew is non existent in game. I experimented with this yesterday and as long as I delete the vehicle and add a new one the crew will be available as it has been in the past. Could be somethings changed during some update. I use CUP alot so don't know if this is happening with vanilla assets. -
Thanks to you both for the info. I found "attachToRelative" to be the easiest method for my needs, it'll save me lots of time in the future. Only wish I had of asked earlier. Cheers
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In the editor, is there a way of getting location coordinates for attaching objects other than trial and error. I'm trying to attach a gunner to a commercial frigate.
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OK, got it figured out. I'm using this great script by nKenny in conjunction with hold path. I set the rush script with to high a value that was activating too many ai some not in the play area. Once I reduced the script to a reasonable number my frames stayed steady maxed out. Thanks Jackal for the suggestion re script, that sparked my idea to play with the scripts settings.
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No I noticed it also playing prairie fire on the original map as well. I think I'll make a copy of the mission and start removing things to narrow the problem down. Will report back if I can track it down. It does feel like there's a repeating script effecting things. I usually set all triggers to server only to limit issues.