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fawlty

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Everything posted by fawlty

  1. fawlty

    Zeus gets deleted

    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
  2. 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.
  3. fawlty

    Quick Travel

    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.
  4. The there a way I can get this result in one line, used in a trigger p0_1 etc. is the ai squad leaders variable name [p0_1, 1500] execVM "fn_taskRush.sqf"; [p0_2, 1500] execVM "fn_taskRush.sqf"; [p0_3, 1500] execVM "fn_taskRush.sqf"; This of course doesn't work, but you can see what I'm after [p0_1, p0_2, p0_3, 1500] execVM "fn_taskRush.sqf";
  5. Thanks Harzach After a bunch of trial and error I actually figured it out for myself, kind of surprised myself. {[_x, 1500] execVM "fn_taskRush.sqf"} forEach [p0_1,p0_2]; as you provided for me. Thanks again
  6. Trying to use the revive module for 44 but keep getting this error. https://www.dropbox.com/scl/fi/9ir9vdtng2x8wz3z9fkfp/revive.jpg?rlkey=d7z014rtenk8ksbu9ovpvdbqd&dl=0 Any solutions out there.
  7. As per title, is there a way or what's the best way to accomplish this? I would like to use ai that have a script.
  8. I've been using this to delete a single squad {deleteVehicle _x;}forEach units b1_1; How can I change this to delete multiple squads other than copy and paste the whole script and just change the variable names?
  9. AV, I've used this in the past in the description of the create task module. It may not be exactly what your looking for but you may be able to use it for a reference. Find and destroy them.. <br/> <img image='pic\objective.jpg' width='200' height='200'/> <br/>
  10. Guys, I'm trying to use a trigger to create a replacement vehicle, once it's lost, for multiplayer use rather than having to go to zeus. The trigger is, radio to activate, repeatable, server only. The code for On Activation is private _vehicle = "B_T_LSV_01_armed_F" createVehicle (getPos p1); ["AmmoboxInit",[_vehicle,true]] call BIS_fnc_arsenal; This works fine when testing and I'm the only player. When the other players are in game I'm getting multiple vehicles spawning and of course mayhem (usually everyone dies with a vehicle on their head 😉 ) and a lot of 'what the ****" Would like this to work with only one vehicle spawning if you have an idea to fix this script Thanks.
  11. Never noticed your arsenal option before on the advanced module, looks to be all I need although sometimes a vehicle gets destroyed in a bad location, which is where the manual respawn comes in handy, also timing. I'll keep playing with the error. Edit; that was it I had my character labeled wrong. Thanks once again
  12. Pierre, I'm getting a invalid number in expression error with this.
  13. Here's the trigger placed anywhere on the map https://www.dropbox.com/sc/s0zxs6oa7axv3ho/AAAzJdpQ77Gwx9CUzLssGdJ1a P1 being player (me) I could always just use a respawn module but I liked the flexibility with this
  14. Guys I'm finding triggers with longer detailed scripts are hit and miss during multiplayer sessions. When I check the triggers during mission building they work every time, not so much after a number of players get connected. Question I have is, will I have more consistent results running these scripts from a sqf file? Thanks
  15. fawlty

    Triggers versus sqf

    Ya I try to keep the triggers simple, no loops and delete zones including triggers after leaving a played zone, but that doesn't help at the beginning of a mission. Waste of time putting effort into something only to not see it show up, we call it that Arma thing. I'll try your suggestions. Thanks for the info Pierre
  16. Is there a way to do this in a trigger without having to do it the way I have presented. I'm looking for something like forEach [p1,p2,p3]; [west, p1] call BIS_fnc_addRespawnPosition; [west, p2] call BIS_fnc_addRespawnPosition; [west, p3] call BIS_fnc_addRespawnPosition; [west, p4] call BIS_fnc_addRespawnPosition; [west, p5] call BIS_fnc_addRespawnPosition;
  17. fawlty

    addRespawnPosition

    Once again, Thanks Pierre
  18. With regards to delete this trigger If you sync a trigger to a show module for example and have a 'delete this trigger' in activation is there ever a chance the trigger could be deleted before it activates the module?
  19. 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
  20. 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
  21. 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])
  22. 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.
  23. fawlty

    InArea thisTrigger

    Worked great Dread, Thanks
  24. 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
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