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dark_spectre

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Everything posted by dark_spectre

  1. I've sort of delegated myself the unofficial logistics and UAV guy for the people I play along with. A true dream come true would be to have a means of issuing a command to a Stomper to follow the attached/linked UAV Operator by say 50/100m/200m/300m etc.(variable) In that way we can have extra ammo, med kits, and even a full blown potential VAS box If desired. Not to mention the optics package, and extra firepower for rear security if needed. Constantly losing 100% situational awareness by opening the tablet and updating your waypoints every 2-3 minutes as we we move is dangerous, and inefficient at best. It's like putting wadding in your ears and pulling a burlap sack over your head every 100-300m Is there perhaps some way of assigning/attaching to and designating a moving waypoint to a UAV Operator and instruct a linked UAV Stomper to maintain a set, though if possible variable based, distance until ordered otherwise? Just brainstorming here. This sort of follow mode would genuinely provide a Swiss Army knifes worth of utility to the underutilized stompers. Thanks for the read! ---------- Post added at 09:47 ---------- Previous post was at 09:18 ---------- Skadee @ r/armadev threw this up. I'm guessing that the initial line stated goes into the stompers init line because of the myOperator call. It's the usage of addWaypoint and SetCurrentWaypoint to translate that continuous stream of directional information being called in and translating that into actual movement without intervention that I'm lost on? ( what else is new :-P )
  2. (To begin with I take no credit for this script, props to kylania) lights.sqf // off: 0 = [0.95] execVM "lights.sqf"; // on: 0 = [0] execVM "lights.sqf"; _types = ["Lamps_Base_F", "PowerLines_base_F"]; _onoff = _this select 0; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { // powercoverage is a marker I placed. _lamps = getMarkerPos "LIGHTSOURCE" nearObjects [_types select _i, 500]; sleep 1; {_x setDamage _onoff} forEach _lamps; }; Trigger on act 0 = [0.95] execVM "lights.sqf"; Now when I use this trig/script almost all the lights go out, but some still remain on. So i guess that begs the question, what other classNames are missing to make this script complete in its light killing scope? The ones already listed are filed under vehicles, so any hopes of an intuitive search is fruitless. Not that I genuinely have much idea of what I'm doing anyhow. :-P So I'm here to plead for assistance. So close yet so far away!! _types = ["Lamps_Base_F", "PowerLines_base_F"]; _onoff What other _types are missing in this array? As always thank for the read and insight. Spectre
  3. I would like to add a unit emblem and squad number to my Stompers. Say front hood/side Is there a means to do this? Ive googled the question, r/armadev'd it, etc, but I've come up strangely dry. What size .paa would be the proper format? Where/how would I specify? Can the images be included in the .pbo itself, or must it be served from an external server only? etc. Any help would be greatly appreciated! Thank you
  4. Hello all, I have spent 23+ hours now over the last 2 days (over thirty hour now, this is a repost) trying to solve this problem for a new MP mission for our dedi, but no matter what I try, or who's recommendations I implement, I simply cannot get this problem to go away. :mad: Goal: Spawning in and despawning out compositions via trigger, "repeatedly". current mission on filedropper: http://www.filedropper.com/functionstriggersmodulesaltis_2 Very simple, A BLU_F Soldier and two triggers! What could be easier, right?! :P So, basically I have a composition, placed in an .sqf file, created by ARES that I've called Islandbase.sqf. What I'm trying to accomplish with this is that I would like to spawn that composition whenever BLU_F occupies the trigger area for a set amount of time, and then de-spawn the composition if BLU_F is absent for a set amount of time, "repeatedly". And therein lies the rub, repeatedly, as the first trigger locks permanently after firing, preventing it from ever being used again. this is the contents of Islandbase.sqf if (isServer) then { _newObject = createVehicle ['Box_FIA_Ammo_F', [13578.4,12190.5,0.00541496], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13578.4,12190.5,15.291]; _newObject setVectorDirAndUp [[0.00141401,0.998976,-0.045232], [-0.0439142,0.0452504,0.99801]];_newObject = createVehicle ['B_supplyCrate_F', [13576.9,12188.4,-0.0215321], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13576.9,12188.4,15.2897]; _newObject setVectorDirAndUp [[0.882652,-0.466195,0.0599063], [-0.0438283,0.0452647,0.998013]];_newObject = createVehicle ['Box_FIA_Support_F', [13581.9,12189.1,0.0119114], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13581.9,12189.1,15.5697]; _newObject setVectorDirAndUp [[-0.00426426,0.999939,0.0102303], [-0.0995307,-0.010604,0.994978]];_newObject = createVehicle ['Box_FIA_Wps_F', [13580.1,12189.7,0.0172901], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13580.1,12189.7,15.4164]; _newObject setVectorDirAndUp [[-0.985569,0.138824,-0.096854], [-0.0908903,0.0486879,0.99467]];_newObject = createVehicle ['WaterPump_01_forest_F', [13575.2,12183.4,0.0117245], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13575.2,12183.4,15.4635]; _newObject setVectorDirAndUp [[0.0256026,0.998714,-0.0437667], [-0.0150303,0.0441606,0.998911]];_newObject = createVehicle ['CamoNet_BLUFOR_Curator_F', [13581.4,12185.8,0.00519753], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13581.4,12186,15.597]; _newObject setVectorDirAndUp [[-0.437365,-0.899277,0.00353759], [-0.0439434,0.0253007,0.998714]];_newObject = createVehicle ['Land_Cargo_House_V1_F', [13607.9,12205.7,0.592529], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13607.6,12204.8,16.1564]; _newObject setVectorDirAndUp [[0.376706,0.926333,0], [0,0,1]];_newObject = createVehicle ['Land_TTowerSmall_2_F', [13571.4,12190.3,0.0377045], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13571.4,12191.3,15.1526]; _newObject setVectorDirAndUp [[0.468967,0.883216,0], [0,0,1]];_newObject = createVehicle ['Land_PowerGenerator_F', [13605.3,12204.1,-4.19617e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13605.4,12204.1,15.5588]; _newObject setVectorDirAndUp [[-0.93724,0.348671,-0.00296415], [-0.00266659,0.00133336,0.999996]];_newObject = createVehicle ['Land_PaperBox_open_full_F', [13571.4,12185.8,0.00140381], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13571.4,12185.8,15.3538]; _newObject setVectorDirAndUp [[0.49046,0.870615,-0.0384541], [0.00266417,0.0426277,0.999088]];_newObject = createVehicle ['Land_WoodenTable_small_F', [13579.6,12185.4,0.0011816], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13579.6,12185.4,15.5282]; _newObject setVectorDirAndUp [[-0.906257,0.41968,-0.0506624], [-0.044017,0.0255101,0.998705]];_newObject = createVehicle ['Land_ChairWood_F', [13580,12186.1,-1.81198e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13580,12186.1,15.5267]; _newObject setVectorDirAndUp [[-0.717647,0.69466,-0.049293], [-0.0440825,0.0253269,0.998707]];_newObject = createVehicle ['Land_WaterBarrel_F', [13587.1,12204.6,0.000450134], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.1,12204.6,15.3403]; _newObject setVectorDirAndUp [[-0.0138505,0.999736,0.0183292], [-0.0239791,-0.0186577,0.999538]];_newObject = createVehicle ['Land_MetalBarrel_F', [13586.4,12205.2,0.000340462], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13586.4,12205.2,15.3339]; _newObject setVectorDirAndUp [[-0.00178121,0.999824,0.018666], [-0.0242851,-0.0187038,0.99953]];_newObject = createVehicle ['Land_MetalBarrel_F', [13587.2,12205.8,1.81198e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.2,12205.8,15.3532]; _newObject setVectorDirAndUp [[0.0140824,0.999893,-0.00399099], [-0.0016192,0.00401418,0.999991]];_newObject = createVehicle ['Land_ChairWood_F', [13583.9,12184.5,-1.62125e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13583.9,12184.5,15.7418]; _newObject setVectorDirAndUp [[0.908266,0.417074,0.0332113], [-0.0481298,0.0253011,0.998521]];_newObject = createVehicle ['Land_WoodenTable_large_F', [13582.8,12183.8,0.00276756], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.8,12183.8,15.7108]; _newObject setVectorDirAndUp [[0.96317,-0.26393,0.0514298], [-0.0464122,0.0252158,0.998604]];_newObject = createVehicle ['MapBoard_altis_F', [13585.6,12182.6,0.000553131], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13585.6,12182.6,15.8736]; _newObject setVectorDirAndUp [[0.129915,-0.991186,0.0259438], [-0.047333,0.0199361,0.99868]];_newObject = createVehicle ['Land_Tank_rust_F', [13584.1,12208.2,-0.00225258], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13584.1,12208.1,15.3303]; _newObject setVectorDirAndUp [[-0.320094,-0.947047,-0.0253605], [-0.023989,-0.0186581,0.999538]];_newObject = createVehicle ['Land_Tank_rust_F', [13582.9,12203.9,0.00124741], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.9,12203.8,15.2248]; _newObject setVectorDirAndUp [[-0.322527,-0.946219,-0.0254035], [-0.023989,-0.0186581,0.999538]];_newObject = createVehicle ['Land_LampShabby_F', [13588.1,12207.7,0], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13588,12207.4,15.3476]; _newObject setVectorDirAndUp [[-0.322874,-0.946442,0], [0,0,1]];_newObject = createVehicle ['Land_Communication_F', [13572.7,12192.3,0.0186539], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13572.9,12193.1,15.051]; _newObject setVectorDirAndUp [[0,1,0], [0,0,1]];_newObject = createVehicle ['Land_TTowerSmall_1_F', [13571,12188.6,0.00470352], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13571,12188.8,15.2426]; _newObject setVectorDirAndUp [[0,1,0], [0,0,1]];_newObject = createVehicle ['Land_SolarPanel_2_F', [13608.3,12206.7,-5.72205e-006], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13607.9,12206.2,19.2744]; _newObject setVectorDirAndUp [[-0.621485,-0.783426,-0.000612661], [-0.00266659,0.00133336,0.999996]];_newObject = createVehicle ['Land_FlatTV_01_F', [13579.5,12185.3,-0.0484886], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13579.5,12185.3,16.3418]; _newObject setVectorDirAndUp [[-0.503241,-0.864138,-0.00368814], [-0.0459079,0.0224726,0.998693]];_newObject = createVehicle ['Land_HelipadCircle_F', [13587.6,12165.5,0], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.6,12165.5,16.4221]; _newObject setVectorDirAndUp [[-0.000966614,0.999999,0], [0,0,1]];_newObject = createVehicle ['Windsock_01_F', [13585.1,12155,-0.0084362], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13585.2,12154.9,16.1325]; _newObject setVectorDirAndUp [[0.00360487,0.998587,-0.0530128], [-0.0677475,0.0531352,0.996287]];_newObject = createVehicle ['PortableHelipadLight_01_green_F', [13587.6,12165.5,0.000640869], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.6,12165.5,16.4217]; _newObject setVectorDirAndUp [[-0.0160782,0.998945,-0.0430193], [0.0233758,0.0433886,0.998785]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13587.6,12158.4,0.000402451], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.6,12158.4,16.2673]; _newObject setVectorDirAndUp [[-0.0139348,0.99986,0.00922559], [0.0472667,-0.00855749,0.998846]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13592.7,12160.5,0.000509262], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13592.7,12160.5,16.3719]; _newObject setVectorDirAndUp [[-0.00460743,0.999465,0.0323657], [-0.0478172,-0.0325492,0.998326]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13592.7,12170.7,0.000656128], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13592.7,12170.7,16.4578]; _newObject setVectorDirAndUp [[-0.0187783,0.999695,-0.0160178], [-0.0533649,0.0149957,0.998462]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13595.1,12165.5,0.000627518], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13595.1,12165.5,16.656]; _newObject setVectorDirAndUp [[-0.018907,0.999713,-0.0146906], [-0.0547394,0.0136361,0.998407]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13582.5,12170.8,0.00276184], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.5,12170.8,16.315]; _newObject setVectorDirAndUp [[-0.0180728,0.998981,-0.0413655], [0.0440044,0.0421269,0.998143]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13587.8,12172.9,0.000968933], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.8,12172.9,16.249]; _newObject setVectorDirAndUp [[-0.0168469,0.997978,-0.061289], [-0.00674962,0.0611828,0.998104]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13582.2,12160.4,0.00131226], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.2,12160.4,16.5464]; _newObject setVectorDirAndUp [[-0.0165931,0.999818,0.00943024], [0.0821829,-0.00803583,0.996585]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13580.2,12165.7,0.00201797], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13580.2,12165.7,16.7066]; _newObject setVectorDirAndUp [[-0.00276068,0.998616,-0.052517], [0.0818559,0.0525666,0.995257]];_newObject = createVehicle ['B_Boat_Armed_01_minigun_F', [13465.5,12149.2,-0.940157], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13465.5,12149.2,-0.911227]; _newObject setVectorDirAndUp [[-0.830201,0.557376,0.00995777], [0.00933895,-0.00395435,0.999949]];_newObject = createVehicle ['B_Boat_Armed_01_minigun_F', [13468.7,12153.7,-0.939567], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13468.7,12153.7,-0.910615]; _newObject setVectorDirAndUp [[-0.830183,0.557391,0.0105457], [0.0098291,-0.00427905,0.999942]]; }; this is the trigger I am using to pop the deposition trigger (trig1) and execute Islandbase.sqf, placing the composition down. This is the trigger I am using to despawn the units Here is the onAct in its entirety as its not all visible in the picture. objs = nearestObjects [position trig1, [], 200]; { if (isplayer _x) then { hint "BLU_F units remaining in despawn zone not stripped of gear"} else { deleteVehicle _x}; }forEach objs; Now this all works great...But only ONCE. If I return after the despawn, trig1 will not fire again and re-exec the composition script. (my hint never pops either, so its dead) Ive attempted to rectify this with help on reddit as well without success. I followed their advice, but the result is always the same or worse. Figure I will place links here to be thorough. https://www.reddit.com/r/armadev/comments/39tvc4/despawning_objects_in_a_radii_around_a_trigger/ https://www.reddit.com/r/armadev/comments/39x7h4/deactivating_a_locked_trigger/ ===================================================================================================== This all started in regards to this thread; https://github.com/astruyk/Ares/issues/188#issuecomment-93023449 ===================================================================================================== PLEASE!!!! HELP!!!!! :icon_wink:
  5. YOU GUYS GOT IT! It works now! i CANNOT THANK YOU ENOUGH.
  6. Hello all, I have spent 23+ hours now over the last 2 days trying to solve this problem for a new MP mission, but no matter what I try, or who's recommendations I implement, I simply cannot get this problem to go away. :mad: Goal: Spawning in and despawning out compositions via trigger, "repeatedly". current mission on filedropper: http://www.filedropper.com/functionstriggersmodulesaltis_2 Very simple, A BLU_F Soldier and two triggers! What could be easier, right?! :P So, basically I have a composition, placed in an .sqf file, created by ARES that I've called Islandbase.sqf. What I'm trying to accomplish with this is that I would like to spawn that composition whenever BLU_F occupies the trigger area for a set amount of time, and then de-spawn the composition if BLU_F is absent for a set amount of time, "repeatedly". And therein lies the rub, repeatedly, as the first trigger locks permanently after firing, preventing it from ever being used again. this is the contents of Islandbase.sqf if (isServer) then { _newObject = createVehicle ['Box_FIA_Ammo_F', [13578.4,12190.5,0.00541496], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13578.4,12190.5,15.291]; _newObject setVectorDirAndUp [[0.00141401,0.998976,-0.045232], [-0.0439142,0.0452504,0.99801]];_newObject = createVehicle ['B_supplyCrate_F', [13576.9,12188.4,-0.0215321], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13576.9,12188.4,15.2897]; _newObject setVectorDirAndUp [[0.882652,-0.466195,0.0599063], [-0.0438283,0.0452647,0.998013]];_newObject = createVehicle ['Box_FIA_Support_F', [13581.9,12189.1,0.0119114], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13581.9,12189.1,15.5697]; _newObject setVectorDirAndUp [[-0.00426426,0.999939,0.0102303], [-0.0995307,-0.010604,0.994978]];_newObject = createVehicle ['Box_FIA_Wps_F', [13580.1,12189.7,0.0172901], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13580.1,12189.7,15.4164]; _newObject setVectorDirAndUp [[-0.985569,0.138824,-0.096854], [-0.0908903,0.0486879,0.99467]];_newObject = createVehicle ['WaterPump_01_forest_F', [13575.2,12183.4,0.0117245], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13575.2,12183.4,15.4635]; _newObject setVectorDirAndUp [[0.0256026,0.998714,-0.0437667], [-0.0150303,0.0441606,0.998911]];_newObject = createVehicle ['CamoNet_BLUFOR_Curator_F', [13581.4,12185.8,0.00519753], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13581.4,12186,15.597]; _newObject setVectorDirAndUp [[-0.437365,-0.899277,0.00353759], [-0.0439434,0.0253007,0.998714]];_newObject = createVehicle ['Land_Cargo_House_V1_F', [13607.9,12205.7,0.592529], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13607.6,12204.8,16.1564]; _newObject setVectorDirAndUp [[0.376706,0.926333,0], [0,0,1]];_newObject = createVehicle ['Land_TTowerSmall_2_F', [13571.4,12190.3,0.0377045], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13571.4,12191.3,15.1526]; _newObject setVectorDirAndUp [[0.468967,0.883216,0], [0,0,1]];_newObject = createVehicle ['Land_PowerGenerator_F', [13605.3,12204.1,-4.19617e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13605.4,12204.1,15.5588]; _newObject setVectorDirAndUp [[-0.93724,0.348671,-0.00296415], [-0.00266659,0.00133336,0.999996]];_newObject = createVehicle ['Land_PaperBox_open_full_F', [13571.4,12185.8,0.00140381], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13571.4,12185.8,15.3538]; _newObject setVectorDirAndUp [[0.49046,0.870615,-0.0384541], [0.00266417,0.0426277,0.999088]];_newObject = createVehicle ['Land_WoodenTable_small_F', [13579.6,12185.4,0.0011816], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13579.6,12185.4,15.5282]; _newObject setVectorDirAndUp [[-0.906257,0.41968,-0.0506624], [-0.044017,0.0255101,0.998705]];_newObject = createVehicle ['Land_ChairWood_F', [13580,12186.1,-1.81198e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13580,12186.1,15.5267]; _newObject setVectorDirAndUp [[-0.717647,0.69466,-0.049293], [-0.0440825,0.0253269,0.998707]];_newObject = createVehicle ['Land_WaterBarrel_F', [13587.1,12204.6,0.000450134], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.1,12204.6,15.3403]; _newObject setVectorDirAndUp [[-0.0138505,0.999736,0.0183292], [-0.0239791,-0.0186577,0.999538]];_newObject = createVehicle ['Land_MetalBarrel_F', [13586.4,12205.2,0.000340462], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13586.4,12205.2,15.3339]; _newObject setVectorDirAndUp [[-0.00178121,0.999824,0.018666], [-0.0242851,-0.0187038,0.99953]];_newObject = createVehicle ['Land_MetalBarrel_F', [13587.2,12205.8,1.81198e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.2,12205.8,15.3532]; _newObject setVectorDirAndUp [[0.0140824,0.999893,-0.00399099], [-0.0016192,0.00401418,0.999991]];_newObject = createVehicle ['Land_ChairWood_F', [13583.9,12184.5,-1.62125e-005], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13583.9,12184.5,15.7418]; _newObject setVectorDirAndUp [[0.908266,0.417074,0.0332113], [-0.0481298,0.0253011,0.998521]];_newObject = createVehicle ['Land_WoodenTable_large_F', [13582.8,12183.8,0.00276756], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.8,12183.8,15.7108]; _newObject setVectorDirAndUp [[0.96317,-0.26393,0.0514298], [-0.0464122,0.0252158,0.998604]];_newObject = createVehicle ['MapBoard_altis_F', [13585.6,12182.6,0.000553131], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13585.6,12182.6,15.8736]; _newObject setVectorDirAndUp [[0.129915,-0.991186,0.0259438], [-0.047333,0.0199361,0.99868]];_newObject = createVehicle ['Land_Tank_rust_F', [13584.1,12208.2,-0.00225258], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13584.1,12208.1,15.3303]; _newObject setVectorDirAndUp [[-0.320094,-0.947047,-0.0253605], [-0.023989,-0.0186581,0.999538]];_newObject = createVehicle ['Land_Tank_rust_F', [13582.9,12203.9,0.00124741], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.9,12203.8,15.2248]; _newObject setVectorDirAndUp [[-0.322527,-0.946219,-0.0254035], [-0.023989,-0.0186581,0.999538]];_newObject = createVehicle ['Land_LampShabby_F', [13588.1,12207.7,0], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13588,12207.4,15.3476]; _newObject setVectorDirAndUp [[-0.322874,-0.946442,0], [0,0,1]];_newObject = createVehicle ['Land_Communication_F', [13572.7,12192.3,0.0186539], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13572.9,12193.1,15.051]; _newObject setVectorDirAndUp [[0,1,0], [0,0,1]];_newObject = createVehicle ['Land_TTowerSmall_1_F', [13571,12188.6,0.00470352], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13571,12188.8,15.2426]; _newObject setVectorDirAndUp [[0,1,0], [0,0,1]];_newObject = createVehicle ['Land_SolarPanel_2_F', [13608.3,12206.7,-5.72205e-006], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13607.9,12206.2,19.2744]; _newObject setVectorDirAndUp [[-0.621485,-0.783426,-0.000612661], [-0.00266659,0.00133336,0.999996]];_newObject = createVehicle ['Land_FlatTV_01_F', [13579.5,12185.3,-0.0484886], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13579.5,12185.3,16.3418]; _newObject setVectorDirAndUp [[-0.503241,-0.864138,-0.00368814], [-0.0459079,0.0224726,0.998693]];_newObject = createVehicle ['Land_HelipadCircle_F', [13587.6,12165.5,0], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.6,12165.5,16.4221]; _newObject setVectorDirAndUp [[-0.000966614,0.999999,0], [0,0,1]];_newObject = createVehicle ['Windsock_01_F', [13585.1,12155,-0.0084362], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13585.2,12154.9,16.1325]; _newObject setVectorDirAndUp [[0.00360487,0.998587,-0.0530128], [-0.0677475,0.0531352,0.996287]];_newObject = createVehicle ['PortableHelipadLight_01_green_F', [13587.6,12165.5,0.000640869], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.6,12165.5,16.4217]; _newObject setVectorDirAndUp [[-0.0160782,0.998945,-0.0430193], [0.0233758,0.0433886,0.998785]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13587.6,12158.4,0.000402451], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.6,12158.4,16.2673]; _newObject setVectorDirAndUp [[-0.0139348,0.99986,0.00922559], [0.0472667,-0.00855749,0.998846]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13592.7,12160.5,0.000509262], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13592.7,12160.5,16.3719]; _newObject setVectorDirAndUp [[-0.00460743,0.999465,0.0323657], [-0.0478172,-0.0325492,0.998326]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13592.7,12170.7,0.000656128], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13592.7,12170.7,16.4578]; _newObject setVectorDirAndUp [[-0.0187783,0.999695,-0.0160178], [-0.0533649,0.0149957,0.998462]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13595.1,12165.5,0.000627518], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13595.1,12165.5,16.656]; _newObject setVectorDirAndUp [[-0.018907,0.999713,-0.0146906], [-0.0547394,0.0136361,0.998407]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13582.5,12170.8,0.00276184], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.5,12170.8,16.315]; _newObject setVectorDirAndUp [[-0.0180728,0.998981,-0.0413655], [0.0440044,0.0421269,0.998143]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13587.8,12172.9,0.000968933], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13587.8,12172.9,16.249]; _newObject setVectorDirAndUp [[-0.0168469,0.997978,-0.061289], [-0.00674962,0.0611828,0.998104]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13582.2,12160.4,0.00131226], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13582.2,12160.4,16.5464]; _newObject setVectorDirAndUp [[-0.0165931,0.999818,0.00943024], [0.0821829,-0.00803583,0.996585]];_newObject = createVehicle ['PortableHelipadLight_01_yellow_F', [13580.2,12165.7,0.00201797], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13580.2,12165.7,16.7066]; _newObject setVectorDirAndUp [[-0.00276068,0.998616,-0.052517], [0.0818559,0.0525666,0.995257]];_newObject = createVehicle ['B_Boat_Armed_01_minigun_F', [13465.5,12149.2,-0.940157], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13465.5,12149.2,-0.911227]; _newObject setVectorDirAndUp [[-0.830201,0.557376,0.00995777], [0.00933895,-0.00395435,0.999949]];_newObject = createVehicle ['B_Boat_Armed_01_minigun_F', [13468.7,12153.7,-0.939567], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [13468.7,12153.7,-0.910615]; _newObject setVectorDirAndUp [[-0.830183,0.557391,0.0105457], [0.0098291,-0.00427905,0.999942]]; }; this is the trigger I am using to pop the deposition trigger (trig1) and execute Islandbase.sqf, placing the composition down. This is the trigger I am using to despawn the units Here is the onAct in its entirety as its not all visible in the picture. objs = nearestObjects [position trig1, [], 200]; { if (isplayer _x) then { hint "BLU_F units remaining in despawn zone not stripped of gear"} else { deleteVehicle _x}; }forEach objs; Now this all works great...But only ONCE. If I return after the despawn, trig1 will not fire again and re-exec the composition script. (my hint never pops either, so its dead) Ive attempted to rectify this with help on reddit as well without success. I followed their advice, but the result is always the same or worse. Figure I will place links here to be thorough. https://www.reddit.com/r/armadev/comments/39tvc4/despawning_objects_in_a_radii_around_a_trigger/ https://www.reddit.com/r/armadev/comments/39x7h4/deactivating_a_locked_trigger/ ===================================================================================================== This all started in regards to this thread; https://github.com/astruyk/Ares/issues/188#issuecomment-93023449 ===================================================================================================== PLEASE!!!! HELP!!!!! :icon_wink:
  7. I've noticed two files that were not in the latest update that were in previous releases. sys_data_sql.pbo.ALiVE.bisign sys_data_sql.pbo Should I delete these as they are no longer needed? Or was the last update an "in addition to"? thanks
  8. Understood, thank you for that bit of clarification. Trigger size is irrelevant when a condition expressing a radii is utilized. Every little bit helps, genuinely! I was reading elsewhere where it sort of eluded that the "timeout" variables actually represent troop strength or percentages of troops, not times. But, you say I should leave everything else in the trigger stock? Timeouts should all be 0? "TYPE" should all be set as "NONE" as "EAST" is defined in the condition? "ACTIVATION" should remain "NONE"? is "Repeatedly" ok? And is a factions status of present/not present over-ridden by the Conditions call of "EAST" I am assuming I can change that faction to WEST, INDEPENDENT, etc. Again, thank you very much for your time! from what I've been told on reddit, this conditions requirements can be altered Boolean style: < > # greater than, less than => # equal to or less than =< # equal to or greater than is this correct? Working with triggers has been fairly straightforward,this however is the however the first time I've encountered one requiring a condition. Ultimately its having the understanding, and thereby flexibly, of manipulating the firing of triggers that detect the presence of virtualized units that is the real necessity. As always thank you! ps For anyone curious, ig your placing units by zeus you must use the command serverside. . [] call ALIVE_fnc_createProfilesFromUnitsRuntime; To apply those recently placed units visible to the triggers ability to detect them as virtualized. a standard faction present trigger would be required otherwise. I have the command in the onact of a radio trigger, not sure if that's Global friendly, but.
  9. Hello all, I am trying to use triggers to move my ALiVE Respawn Markers along with my squad as they take their new FOB's. I am using the following code in the on act. "ALiVE_SUP_MULTISPAWN_INSERTION_BLU_F" setMarkerPos getMarkerPos "INSERT1"; "ALiVE_SUP_MULTISPAWN_DESTINATION_BLU_F" setMarkerPos getMarkerPos "DEST1"; "respawn_west" setMarkerPos getMarkerPos "RW2"; hint "NEW FOB UNLOCKED!" Whereas, when conditions are met and the trigger fires. "ALiVE_SUP_MULTISPAWN_INSERTION_BLU_F" will relocate to marker position "INSERT1" "ALiVE_SUP_MULTISPAWN_DESTINATION_BLU_F" will relocate to marker position "DEST1" and finally "respawn_west" will relocate to marker position "RW2" (all secondary markers are pre-placed at their first FOB) My problem though, is setting the conditions under which the trigger fires setting these events into motion. At the crux of the matter lies my need to be able to detect ALiVE Virtualized units. And how. I found this http://alivemod.com/wiki/index.php/Script_Snippets#Detect_Virtual_Units_.28Profiles.29_in_a_Trigger_Area Which contained, If I'm translating correctly, something along the lines of: Place this line of code in the condition field of a trigger. It will fire when there are virtualized groups in the selected area. It doesn't matter if they are spawned or not. As an example they give this: ((count ([getposATL thisTrigger, 50, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0); >The trigger will be be true if there are virtualized AI groups of side EAST (string) within 50m's of the triggers position. However no other information is provided, nor the Syntax explained. So, for instance: How can I tailor a triggers conditions to fire when there is say, only a certain percentage of virtualized units remaining? Or, less than a single group? Or a specific number of units? Conversely, how can I get a trigger to fire when there is MORE than a single unit or squad of Virtualized Units. Or occupies a larger percentage of the marker region then blufor? What constitutes an "entity" in ["EAST","entity"] ? Is "vehicle" the only other search type for virtualized entities? As i stand now with what i have, if I create a trigger solely with the code provided, it fires instantly, my spawn point markers jump to an inhospitable FOB we've not yet secured and the insertion chopper is blown out of the sky for all following respawns. And i don't even know why its fired! I am in desperate need of contextual examples of the above. I want to get my guys off the boat and let them spawn at their newly conquered and hard fought FOB (assuming they clear a 600m radii). Or take it away by creating an inverse trigger. But having a clearer understanding of the mechanism behind the code would help immensely. teach this man to fish! Thank you for taking the time to read whats turned into a novel of a question. :)
  10. dark_spectre

    PG Services (PMC)

    Thank you!
  11. dark_spectre

    PG Services (PMC)

    What is the faction name for PMC to feed into ALiVE for the AI commander? I'm collaborating with a friend to make a 3 faction mission and want the PMC to represent one of them. We have tried several iterations of the name pomi_pmc but ALiVE always says there's no units in the pool. Any assistance would be greatly appreciated! Thank you.
  12. dark_spectre

    XENO - Taru Pod Mod

    Awesomeness! Its clearly a matter of subjective personal preference, but I need my SOSpure. :P But not as much as I needed the utility your mod adds. That was a tough, but thankfully brief sacrifice. The ability to "very quickly" airdrop those pods into the thick of it and get repairs, ammo, supplies and the injured stitched up (CSE surgical pods) directly where they're needed is going to quite literally mean the difference between winning and loosing a mission, I feel. I cant imagine driving an HEMTT 10+km ever again to bring ammo or a surgical truck after being spoiled by this :D And did I mention it looks cool as all hell doing it. (love hoisting those baddies up, definitely improves piloting skills!) Thank you greatly, again!
  13. dark_spectre

    XENO - Taru Pod Mod

    :bounce3: SWEET! I've switched reluctantly to dragonfyre for the time being as it seems to have no problem playing ball with your mod. As long as its known now I'm happy. We run between 25-30+ mods depending on the mission, I genuinely didn't think it was going to be SOS, so naturally it was one of the last ones I checked for compatibility. Murphy's law!
  14. dark_spectre

    XENO - Taru Pod Mod

    i THINK YOUR MOD IS AMAZING AS IS! Interoperability with any combination of a plethora of potential mods is an impossible scenario to plan for. I did note that after uploading our modset one mod at a time till the lift was no longer an option is that it was SOSpure that broke the lift capability each time. SO, that maybe of some help. But your mod works great as it stands. Its just trying to make it play nice with the other children in the schoolyard. :P
  15. dark_spectre

    XENO - Taru Pod Mod

    I can confirm still. I am running the latest public build, as well as your mods latest version. I have the option to release and lower, but no option to raise the pod to the Nato Taru. Made a mission with just a player in VR, a Nato Taru, and a Taru pod, same issue. No ability to Lift it beyond attaching.
  16. dark_spectre

    XENO - Taru Pod Mod

    I'm having difficulty with the latest incarnation of this mod as well. While i have the options to lift the pods and release them, i do not have the option to raise and attach them. I created a mission with Xeno and jnsSkyncranes only and the result was the same.
  17. dark_spectre

    [R3F] Logistics

    How might one disable lifting capabilities via helicopter? This appears to be one potential mod that is interfering with Xeno Pods and my ability to lift them. (Or I am at least trying to eliminate it as a potential cause.) The ability to lift the pods up to the Taru is no longer there and I would like to exclude this as a potential vector. ty
  18. You sir are a gentlemen and a scholar! I will subscribe to this thread and answer any questions that are posted in the future regarding this issue to free you from it. Again you have saved my friends, the public and myself a ton of trouble! Anything i can do. Again, Your the best!
  19. As usual, its 99.9% human error.( Me being the operative human :P ) I cut and pasted your code exactly into protection.sqf file, all by itself. in my empty init.sqf file is: _x addEventHandler ["fired", {null = [] execVM "protection.sqf";}]}foreach allunits; I throw this error now that I've replaced the code exactly with the one you provided. (The human error part of me once more :P) (all three markers are also placed. East,West & Guerilla respawns) It refers to line 4 line 4 being _ehF = _vehicle addEventHandler ["Fired",{ So, what must _vehicle be? _this perhaps?
  20. ok, i created an init.sqf file and created an event handler. {_x addEventHandler ["fired", {null = [] execVM "fn_setFiredEH.sqf";}]}foreach allunits; But I only receive the following script error upon firing. I dont have a terribly great deal of experience with event handlers, but i appear to be calling it out properly, as the error shows with each trigger pull. SO i guess the eventHandler is working. Might someone be able to shed some light onto what it is I am going wrong? Again, and always, thanks all!
  21. With proper credit given on any mission it is applied to, unquestionably, might it be possible for someone to share the "amazing" base protection script that is being utilized in P03? I cannot find anything that works as well or as intelligently as this.(like deactivating if the base is attacked) Your help would be greatly appreciated. Thank you all.
  22. dark_spectre

    XENO - Taru Pod Mod

    Is this mod required server side?
  23. dark_spectre

    XENO - Taru Pod Mod

    PHEW, Thought i was loosing my mind on this one, glad i checked here to find that bugnote! Kinda blows, but at least its pinned down. http://feedback.arma3.com/view.php?id=21343#bugnotes
  24. dark_spectre

    Virtual Vehicle Spawner (VVS)

    For anyone whom may be encountering the same issue, i simply stuffed all the items I needed into the two class arrays that I knew did work and used them. Not a very elegant solution, but better than wasting more time on it than necessary. In the end I simply lumped the Stompers in with the rest of the vehicles, eliminating the need for a third VVS box.
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