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Posts posted by jshock
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Since your're keen on your trigger:
_trg setTriggerStatements [ "!alive ammocrate1",//condition "task_1 setTaskState 'SUCCEEDED'; player setCurrentTask task_2; task_1 = true; publicVariable 'task_1'; hint 'Operation Success!';",//on activation ""//on deactivation ];
You got your stuff mixed up as to where it belongs: https://community.bistudio.com/wiki/setTriggerStatements
And you still had some double quotes where there should be single quotes.
All this would be caught by the -showScriptErrors startup parameter, recommend you turn that on: https://community.bistudio.com/wiki/ArmA:_Startup_Parameters
My waitUntil expression in the other thread should work, not too sure why it didn't, unless just the task wasn't marked as completed, therefore something is wrong with your task system, which is another issue entirely.
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Edit the thread title yourself and put: "[RESOLVED] Thread Title"
You have to be in the "full editor", edit the OP.
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Yeah not sure about that, I think I need a different method of spawning it but can't figure it out.
Spayd is correct.
But you could easily do this without a trigger:
// Create weapon cache at random marker ammocrate1 = createVehicle ["B_supplyCrate_F",getMarkerPos "cache_1",["cache_2","cache_3"], 5, "NONE"]; _handle = [] spawn { waitUntil {!alive ammocrate1; sleep 0.5}; task_1 setTaskState "SUCCEEDED"; player setCurrentTask task_2; task_1 = true; publicVariable "task_1"; hint "Operation Success!"; };
You were missing ']' at the end of your createVehicle line, that's probably why it didn't work, fixed in my example above.
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Could use an Entity Killed EH to check for an explosion I believe, (_this select 0) being the explosive, you'll just need to check the typeOf (_this select 0) in the EH before executing any task related code.
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Yea, I wasn't saying that your're not right, just the reason why some people use count over forEach, and in this instance, the return from count isn't necessary and _forEachIndex is also not necessary so truly it doesn't matter either way, and yea the data sample is small enough to not exactly matter.
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It's technically more efficient: https://community.bistudio.com/wiki/Code_Optimisation#forEach_vs_count
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Just follow the structure given (copy/paste and change the classnames), it may be better if you end up using a lot of different launchers/other stuff, to put this all in a switch statement.
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Textures are almost always finicky, a lot of the time each person just needs to get close enough to the object to see the texture (or have them render in), but try setObjectTextureGlobal if you haven't done so yet to see if that makes any difference.
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You may still need a large backpack (so you will have the space to auto add them to your inventory), you'll need to fill in the class of the rocket magazine:
this addEventHandler [ "Fired", { if ((_this select 5) == /*classname of rocket*/) then { player addMagazine /*classname of rocket*/; }; if ((_this select 5) == "SatchelCharge_Remote_Mag") then { player addMagazine "SatchelCharge_Remote_Mag"; }; } ];
If the satchels don't work with the fired EH, you can try them in a put EH.
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Typo on the "allowDamage true" line Revo: _crate not _create :p
EDIT: He fixed it :)
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[thisTrigger,_x] call BIS_fnc_inTrigger
Replace in KK's at:_x inArea thisTrigger
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So, I tried this one with "thislist" instead of "_thislist", and doesn't work either.
KK covered the reason why it won't work:
Placed charges are not detected by the trigger detector
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It's a bit more optimized and doesn't rely on the list of the trigger.
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It's thisList, no "_"
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I'm confused as to why you need a 0% probability unit? Just make a new group on the fly in a script??
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Can't you create a new group, then assign waypoints to that group, then assign the two players to that group? They shouldn't see the first groups waypoints, since they are no longer apart of it.
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In the config:
scopeCurator = 2;
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KK, answers this in the last note of the command's wiki page: https://community.bistudio.com/wiki/playSound3D
Where the sound is first emitted, it stays, so unless you get creative with the sound and a looping script that keeps up with the central position, then spawns in a new sound at whatever interval over 360 degrees, it won't be as simple as moving the original sound spawned around in a circle around the central position.
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True, but he's not adding the eventHandler properly, he's calling it as function, or am I mistaking something here?
I wasn't directing that at your comment, mearly stating a matter of fact, so that he may know to try implementation of the EH over the non-existent function.
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An event handler exists with that nomenclature:
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorObjectRegistered
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This is a relatively new event handler, I've never messed with it, and it's EntityKilled, but going null may as well be "killed", so worth a shot (not sure if it works for objects either, but eh):
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EntityKilled
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Well without prior montioring, I honestly don't believe there is a solution, so there's your answer. Cause null objects don't have a reference anymore because, well, they're null...
Unless I'm missing something....
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[SOLVED] Best method for detecting destroyed vehicle?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Try: https://community.bistudio.com/wiki/BIS_fnc_setTask
To do all the necessary creation and assignment of the task, use the return in taskSetState as you have it above. It may be boiling down to a locality issue here.
Also, typo on my part (not sure if it matters), but go ahead and add a ';' after sleep 0.5 in the waitUntil block.