Furyk
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Posts posted by Furyk
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Thanks very much for the reply, but I'm not advanced enough to make this work at present.
Would I place this in the trigger condition field the truck's name is truck1 what other variables do I need if any ? because at the moment the trigger activates as soon as the task create trigger activates.
{vehicle _x == truck1} count playableunits == count playableunits;
AT the moment I am using in the trigger condition " player in truck1 " for testing but when it comes to MP testing this will not be sufficient.
Thanks again
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Hi,
I am trying to create a mission with tasks I have the basics working,
Mission starts a task is created to enter a truck, I have a task succeed already set up but need to know the best way to activate it on all players having entered the truck,
What I need to know is how do I set up a trigger to detect when all players have entered the truck so I can sync this to my task succeed module.
Or if there is an easier way ?
Many thanks
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I normally spawn as an Autonomous Operator class they come with quad-rotor and terminal by default
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There is a setting for this in the options,to turn off vehicle look, it was the last time I looked anyway, maybe double check pal.Mick. :)
Thanks a lot mate this was my problem I made the mistake of thinking if it was disabled I would not be able to use free look at all, not sure how or when it enabeled it self.
Thanks again :j:
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Hi,
For some reason when I enter vehicles free look is stuck so I can't control vehicles by the mouse, tabbing Altx2 simply centres the camera by does not lock the camera.
Anyone have any ideas please as I can't see any options in the settings for this ?
Thanks
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I found the lowering object view distance gave an increase to my FPS, I played an Invade & Annex mission last night on Altis 50/50 players with an average FPS of 19-35 on default veryhigh settings with view distance set to 3000 object distance set to 1500 I believe.
View distance in my opinion is the single biggest performance tweak you can make.
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I would think we will see more naval content added in the form of expansions or updates as the game becomes more seasoned, especially now that the sea in Arma3 has become a truly viable combat area for the first time in Arma series.
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So release is just around the corner and yet we still haven't see any planes (The UAV's don't count) or main battle tanks yet on the Dev branch we have so much more to see,
Any know if there holding these back till release ?
Thanks
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Mission run down, players travel to trig1 which will activate when all enemy units are dead in the area, the players are then prompted to move to trig2 which will activate on there detection in the area ending the mission.
What I want to prevent is anyone entering the area of trig2 and ending the mission prematurely before the enemy's at trig1 have been eliminated.
I tried using triggerActivated before and as soon trig1 activated it also activated trig2 before the players moved to the area, I more then likely did something wrong so I'll check it all again when I get home.
Thanks for the reply's :bounce3:
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Thanks for the reply,
So in the condition field for trig2 I would use if (triggeractivated trig1) ?
While I appreciate the reply I'm looking for more detail as I have played with this command only for it to activate immediately rather then making it able to be activated.
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Hi,
Simple question but I had no luck finding an answer ...
I need a trigger to lay dormant until anther trigger has been tripped for example trig2 can't be triggered until trig1 has been triggered
Many thanks
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Just tried the diagram set up and still no joy, anyone in group that is not me playing does not get the task updates :(
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I Really appreciate the reply's guys thanks, plenty of info for me to get this resolved "I hope" :)
I basically have whats in the diagram but without the "set task state created" and "set task state assigned" Is this where I've gone wrong ?
Thanks again.
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3) I've created a bunch of Create Tasks/Update Task Status modules that are applied to "Groups of synchronized object" and then linked them to the player team lead. In a MP coop mission, if noone chooses the team lead, noone sees the tasks. Anyway around that? Or if not, is there any way to force it so someone has to pick the Team Lead Playable char slot?Sync them to every player and set the them on sync objects. I was told this was the only way to do itCan anyone confirm if this fix would work for my similar issue with tasks/task updates only being seen but the server host "me" and not other players in MP.
Thanks
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Hi,
I'm having issues with my MP mission task modules they are working fine for the group leader "Player" but other players aren't receiving any updates or tasks listed on the map screen.
I have synchronized them like this "trigger" > "set task state" > "create task" > "Player" with default values the rest of the playable units are grouped to the main Player.
I have tried syncing to each playable unit but with no success.
Any one know what I'm doing wrong ?
Many thanks
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this allowdamage false;
in the ammobox init
Thanks
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Hi,
Awesome script !! is there anyway to make it immune from damage or respawn back if destroyed ? I don't want some kiddie blowing up the box and effectively messing the mission up for others.
Thanks
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Hi,
Since todays update on the DEV branch the vehicle respawn scipt I have been using has stopped working has any one else had this issue ?
I have been using this script with the init line,
veh = [this] execVM "vehicle.sqf"
if (!isServer) exitWith {};
// Define variables
_unit = _this select 0;
_delay = if (count _this > 1) then {_this select 1} else {30};
_deserted = if (count _this > 2) then {_this select 2} else {120};
_respawns = if (count _this > 3) then {_this select 3} else {0};
_explode = if (count _this > 4) then {_this select 4} else {false};
_dynamic = if (count _this > 5) then {_this select 5} else {false};
_unitinit = if (count _this > 6) then {_this select 6} else {};
_haveinit = if (count _this > 6) then {true} else {false};
_hasname = false;
_unitname = vehicleVarName _unit;
if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
_noend = true;
_run = true;
_rounds = 0;
if (_delay < 0) then {_delay = 0};
if (_deserted < 0) then {_deserted = 0};
if (_respawns <= 0) then {_respawns= 0; _noend = true;};
if (_respawns > 0) then {_noend = false};
_dir = getDir _unit;
_position = getPosASL _unit;
_type = typeOf _unit;
_dead = false;
_nodelay = false;
// Start monitoring the vehicle
while {_run} do
{
sleep (2 + random 10);
if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};
// Check if the vehicle is deserted.
if (_deserted > 0) then
{
if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then
{
_timeout = time + _deserted;
sleep 0.1;
waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
if ({alive _x} count crew _unit > 0) then {_dead = false};
if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true};
if !(alive _unit) then {_dead = true; _nodelay = false};
};
};
// Respawn vehicle
if (_dead) then
{
if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};
sleep 0.1;
deleteVehicle _unit;
sleep 2;
_unit = _type createVehicle _position;
_unit setPosASL _position;
_unit setDir _dir;
if (_haveinit) then
{_unit setVehicleInit format ["%1;", _unitinit];
processInitCommands;};
if (_hasname) then
{_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];
processInitCommands;};
_dead = false;
// Check respawn amount
if !(_noend) then {_rounds = _rounds + 1};
if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
};
};
Many thanks
*update*
Fixed using this script
if (!isServer) exitWith {};
// Define variables
_unit = _this select 0;
_delay = if (count _this > 1) then {_this select 1} else {30};
_deserted = if (count _this > 2) then {_this select 2} else {120};
_respawns = if (count _this > 3) then {_this select 3} else {0};
_explode = if (count _this > 4) then {_this select 4} else {false};
_dynamic = if (count _this > 5) then {_this select 5} else {false};
_unitinit = if (count _this > 6) then {_this select 6} else {};
_haveinit = if (count _this > 6) then {true} else {false};
_hasname = false;
_unitname = vehicleVarName _unit;
if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
_noend = true;
_run = true;
_rounds = 0;
if (_delay < 0) then {_delay = 0};
if (_deserted < 0) then {_deserted = 0};
if (_respawns <= 0) then {_respawns= 0; _noend = true;};
if (_respawns > 0) then {_noend = false};
_dir = getDir _unit;
_position = getPosASL _unit;
_type = typeOf _unit;
_dead = false;
_nodelay = false;
// Start monitoring the vehicle
while {_run} do
{
sleep (2 + random 10);
if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};
// Check if the vehicle is deserted.
if (_deserted > 0) then
{
if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then
{
_timeout = time + _deserted;
sleep 0.1;
waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
if ({alive _x} count crew _unit > 0) then {_dead = false};
if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true};
if !(alive _unit) then {_dead = true; _nodelay = false};
};
};
// Respawn vehicle
if (_dead) then
{
if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};
sleep 0.1;
deleteVehicle _unit;
sleep 2;
_unit = _type createVehicle _position;
_unit setPosASL _position;
_unit setDir _dir;
if (_haveinit) then
{
_unit call compile format ["%1=_This; PublicVariable '%1'",_unitinit];
};
if (_hasname) then
{
_unit setVehicleVarName _unitname;
_unit call compile format ["%1=_This; PublicVariable '%1'",_unitname];
};
_dead = false;
// Check respawn amount
if !(_noend) then {_rounds = _rounds + 1};
if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
};
};
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Hi,
Can anyone explain to me why some commands in the command menu are grey ?
The grey commands can only be selected by pressing the number keys instead of mouse scrolling which for me makes it harder to command units while under fire, am I missing something ?
Many thanks
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Deep sea salvage in the mini sub - http://cloud-2.steampowered.com/ugc/903251978516045061/CCD69D0DC9B50D22202E45D592F03B4197DA8C13/
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Hmm I usually look there have u tried steam/steamapps/common/ArmA3 or just hop mon a server hosting the new beta missions an than grab em from mpcache,cheers.Yup in the steam folder , thanks
What a noob < :rolleyes:
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Some nice shots, keep them coming :bounce3:
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Hi,
Sorry for the noob question but I can't seem to locate my MP missions since downloading the DEV branch beta, I have tried the hidden appdata arma3 folder but its empty.
Thanks in advance
Task succeed when "all" players enter a vehicle - help
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Perfect, thanks very much :D