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Posts posted by fawlty
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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.
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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
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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";
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Trying to use the revive module for 44 but keep getting this error.
Any solutions out there.
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delete
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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.
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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?
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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/>
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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
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Pierre, I'm getting a invalid number in expression error with this.
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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
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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.
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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
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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
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Once again, Thanks Pierre
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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;
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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?
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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
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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
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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])
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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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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
Zeus gets deleted
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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