megaheat
Member-
Content Count
11 -
Joined
-
Last visited
-
Medals
Everything posted by megaheat
-
Hi - i'm having a problem with triggers which I am sure is something really simple I am missing. I have done missions and basic scripts before from ARMA2, and after having ARMA3 for awhile, decided to try out scripting here. I have other triggers up and running ok, but now I am trying to get one trigger to be dependent on another and I think I am not understanding something with triggers in this respect.. My problem: I'm doing this just using the Trigger UI in the editor - not using scripts here. Basically I want a trigger (trigger2) set that only kicks in when the player is standing at the Trigger 2 area, after activating a prior trigger 1. Testing: Set trigger 1 to activate when BluFor enters the area - done Set trigger 2 to activate when BluFor enters the area && trigger 1 was activated. This triggers AS SOON as trigger 1 activates - it doesn't matter where BlueFor actually is ,which is the problem as I want it to only activate when the player is actually at trigger 2 after activating trigger 1. Any help with this is appreciated.
-
"this && " ... that's what I missed. I only had triggerActivated trigger1 in the condition. Thanks - it works fine now. But if anyone can explain - I'm still not understanding why the second trigger would activate even when no BlueFor was present in its activation area?
-
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Oh ok - then i dont know what happened.. lol. I'll be playing again hopefully tonight. If i see it happen again i'll report which island was used. -
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
@Species - I think i met all those criteria. But i think i know what the problem was. This was at an island i just captured from the enemy - so it was now friendly. However, it was on the end of my island chain, and the one island (friendly) that it was connected to was a neutral island i had just captured but it hadn't finished building the command centre i placed on it. So I'm assuming the other criteria is that the islands have to be connected to my stockpile for the refueling to work? -
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Sadly haven't had a lot of time to get back into this. However in a quick game i started with both mods loaded, I couldn't seem to get the carrier to resupply at the pier. I clicked on the pier after getting close to it, and saw the message that the pier is now activated... but no refueling - carrier fuel would not go up and no sound effect heard. Did i miss something? -
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Awesome work... and also to Gnrl_Grad. Great new options against the dreaded Nemesis carrier :-) Does the enemy carrier use EM flares against the player as well? Is there a certain version of Nemesis we need to download as well for this to work? ** EDIT ** <-- Never Mind - just read Gnrl_grad's posts on Nemesis ** Is the position hold a new menu option on the radial dial or a hotkey? (sorry if its obvious in game - i just skimmed this post and havent really loaded it up yet) -
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Awesome work Species! -
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Any option you could do with the research labs would be great. :-) -
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Ahh ok - I didnt realize ALL islands had research labs. That does render my suggestions useless.. lol Your suggestion sounds good. Gives the player something to consider - is it worth the effort (and potential losses) for the second unlock or just finish off capturing the island quickly. -
Deadly Islands mod v1.39
megaheat replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
After fighting to get my id back (jureidinim) and failing, after the forum hack incident, I had to re-register as a new user.. oh well @Species - great mod. I have had to turn off the deadly turrets part for now - i'm just nowhere as good as you guys to fight these upgraded islands.. lol.. but... love the rest of the mod features. Question/Request - I have been hoping Bohemia would continue to evolve the research tree portion - and somehow make those Research labs on islands be worth something in the Strategy game. Could you add to your mod (if its possible) something along the lines of: 1) If we capture an island with a research building on it, we unlock two upgrades OR 2) Every island we capture gives us the one upgrade and a percentage chance of a second (and maybe third) tech unlock. This percentage chance would be increased based on how many islands we have that has a research lab on it. Just something to add importance to those labs Keep up the great work :-)