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megaheat

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Everything posted by megaheat

  1. 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.
  2. megaheat

    Trigger noob

    "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?
  3. 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.
  4. @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?
  5. 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?
  6. 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)
  7. Any option you could do with the research labs would be great. :-)
  8. 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.
  9. 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 :-)
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