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lsd

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Everything posted by lsd

  1. What you describe should work fine in a dedicated environment. Instead there may be a problem with the activation or script making reference to 'player' which won't exist. So the trigger is firing and working fine, but your code isn't being correctly executed. https://community.bistudio.com/wiki/player That said, you could try a trigger set to ANY PLAYER, PRESENT and put the following in the activation field; p_1 inArea thisTrigger But I think your problem lies elsewhere.
  2. That would work, you can also add it directly to the addAction too. https://community.bistudio.com/wiki/addAction So something like this in the init; WaveFlag addAction ["Start Wave Defence!", "functions\wavetrigger.sqf", [], 0, true, true, "", "(missionNamespace getVariable ['var_canUse', true])"]; I missed you were using a global variable for the actions - So remoteExec should work fine in this case too. The below should remove the action for all players and JIPs, [WaveFlag, WaveAction] remoteExec ["removeAction", 0, true];
  3. Depending at which point you're adding the action, you could use remoteExec to remove the action on all clients. https://community.bistudio.com/wiki/remoteExec A safer method (since I'm not 100% sure the actionID could be the same to remove on all clients) would be to add a variable to the addAction condition parameter, something like; missionNamespace getVariable ['var_canUse',true] Then in the script, send a variable to all clients which would set the above varialbe to 'false' and hence stop them using the action; missionNamespace setVariable ['var_canUse', false, true] https://community.bistudio.com/wiki/setVariable https://community.bistudio.com/wiki/getVariable
  4. https://community.bistudio.com/wiki/leaveVehicle
  5. lsd

    Dynamic Simulation Feedback

    Still having this issue with enableDynamicSimulation and dynamicSimulationEnabled commands. https://feedback.bistudio.com/T123930
  6. Use an invisible object like the helipad and then in the init of the object, use some code to set the marker position to the position of the object.
  7. ZEC A collection of over 100 compositions for use in Eden/Zeus of varying sizes/complexity. This addon uses vanilla objects and has NO dependancies - Removing the addon will not affect any strucutres already placed in the mission with the addon. Players will NOT require this addon to see the buildings etc... Inspired by austin_medic's pack (https://forums.bistudio.com/topic/170000-wip-custom-zeus-compositions/) which has been incredibly useful. If anyone has made some compositions/bases they think would fit in this pack I'm happy to include them and give you credit. Enjoy. SAMPLE IMAGES: http://imgur.com/a/BJPWk DOWNLOAD (v1.0.9): Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021 Do you use CUP Terrains? Take a look at ZECCUP! SOURCE: https://github.com/LISTINGS09/ZEC NOTES: Some compositions are very large with upwards of 300 objects, be aware of possible desync when spawning them in a Zeus Mission.
  8. V.1.0.9 * LOW Compositions Added * Malden Compositions Added * Compositions now have consistent orientation (North is 'Front') @diehardfc Appreciate the thanks, man.
  9. Good suggestions, but if BIS have no basic launchers planned for NATO/AAF, I'd be happy with a neutral-textured RPG42.
  10. lsd

    Mission Making Trigger Issues

    Tutorial #4 in the below series specifically covers this. In example #4 I use the 'OR' condition to fire the ending trigger. In your mission, you'd be looking to use 'AND'. You don't specify what doesn't work. So you'll have to find out where you're going wrong - Do both triggers fire separately? Put something like a systemChat message in the activation field to confirm they are working. You could use a third trigger like the example above to track the progress, rather than the two I suggested if you're not too familiar with triggers.
  11. https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
  12. lsd

    AddAction not passing "This"

    Drop the script altogether; this addAction [ "sit down", {[_this select 1,"SIT1","ASIS"] call BIS_fnc_ambientAnim;}, [], 1, false, true, "", "true", -1, false ];
  13. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetIn https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetOut HELI_1 addEventHandler ["getIn", {(_this select 2) setCaptive true; systemChat "You are now safe.";}]; HELI_1 addEventHandler ["getOut", {(_this select 2) setCaptive false; systemChat "You are no longer safe."}]; The above needs to run for all players, so put it in the init.sqf or in the heli/pods init.
  14. lsd

    Mission Making Trigger Issues

    You'll need two Triggers, one to fire when in zone, the other to fire when escaped. One trigger can detect when another trigger has been activated with triggerActivated You'll need to assign a variable name to the trigger that detects when the player is in the zone, e.g. call it 'TR_PlayerZone' In the condition field of the Escape trigger (with activation set to something like is Any Player, Not Present for example) put the following: this && triggerActivated TR_PlayerZone In 'On Activation' of the Escape trigger, you would call whatever code you need to end your mission (e.g. BIS_fnc_endMissionServer).
  15. I would love to see the open and outer variants for the tents on each faction by default in the editor, they're much more useful than the closed tents.
  16. You'll have to do some basic troubleshooting to identify the exact cause of the error. Backup your mission and work backwards until you find what is causing the error. For example, do you still get the error having removed all groups using the UPS script in your mission? If not try re-adding it to just one group. Hopefully you'll still get no errors at this point which would indicate you've made a typo in one of the init calls in the other groups, if you do still get the error the issue may not even be related to UPS. When you're starting out, always make small changes and test often to ensure they work before continuing - If you hit a problem you won't have to go back searching too far to find out what you did to cause it (and most of the time it is user error).
  17. You can't really go wrong by just starting somewhere and seeing if the script works for you. What you need largely depends on your mission. I've only used a selection of what is out there; bis_fnc_taskPatrol - In-built BIS function for patrolling, pretty basic just assigns some random waypoints. No communication between patrols but perfect for small missions. UPS - Lightweight script and easy to set up. Allows groups to communicate, flank and attack the players. No artillery support and overly aggressive vehicles are main drawbacks. UPSMON - Next step up from UPS, adds artillery support and few other features. Bit heavy resource wise, often avoid using this this and use DAC instead when arty is needed. DAC - Very complex, but highly useful with lots of options to customise. Suitable for any medium/large mission. This pretty much does it all and is well balanced, but error messages can be a bit cryptic. Not used any of the others. One of the above with the AISSP FillHouse script are the core of all my missions.
  18. Note that the position the unit starts at is also considered one of the random positions, so in your example of an AI with 3 markers, that is 4 random positions. If you are trying random groups of units, that has not worked since the switch to Eden (only the leader is ever moved, the rest have to walk) - You can't randomise group positions using markers.
  19. Sounds like you've ticked the 'Server Only' tickbox on the Trigger. Replace the activation code with, as hallyg mentions above. ["End1"] call BIS_fnc_endMissionServer;
  20. lsd

    Can't change activation type in trigger.

    You might need to switch to very large if you're struggling to see the option :) Options>Display>Interface Size>Set to Very Small, Large or Very Large
  21. lsd

    Can't change activation type in trigger.

    It's known, you can check for issues on the feedback tracker; https://feedback.bistudio.com/ Change your Interface size to temporarily resolve the issue.
  22. Not sure who said it was a bug, but my first guess would be an AI script or possibly one of the built-in modules is creating them. The issue doesn't occur on a vanilla empty map on 1.68. Pick your mission apart removing various scripts/addons and see at which point those groups AI start appearing. If it's a module you can try posting on the feedback tracker, if it's a script/addon find/post in the relevant thread.
  23. lsd

    Dynamic Simulation Feedback

    All clients. I'm sure I read a box somewhere? Roughly grid based. Same process. Takes the lowest value. AI can be set to wake up objects under their settings, but they only ever wake up enemy units. Limit by View Distance may be bugged - Entity set to activate on 500m, Object view distance 1500m would not activate AI until < 500m. Tested, it takes the lowest value between the two to activate.
  24. Logged on the tracker, https://feedback.bistudio.com/T123832 V.1.0.8 * Zeus spawning fix - Thanks to Kex for identifying the cause.
  25. lsd

    Dynamic Simulation Feedback

    Infantry appear to take damage outside of the dynamicSimulation activation range, but never register as dead (and fall down) until they are activated. Is this a bug or intended? Vehicles don't have this issue and be damaged/disabled as normal, but an AI group that doesn't react or die is a little game-breaking for players.
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