mech79
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Ok I have tried to use this script also the script from the original LV File for leave group and leave group v2 I can not get any to work right. I can get the the militarize call to work once Bluefor is not present I am trying to get trigger to delete militarized group, but like I sadi I have tried three different codes but none seem to work. I am placing them in the act section of the trigger as well. Any help?
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Thanks Na_Palm I will give that a try and see what works Edited - OK quick question- Where would I place- grpSizeforMil = [20,10]; In the init.sqf?
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I cant figure out why but when I try to make a new task with this- ["Task1","Drive","Drive like mad",["markerTask1",getmarkerPos obj1,"selector_selectedMission","ColorRed","Gravia","Icon", 2]] call SHK_Taskmaster_add; It will not work. I take off the marker info and it will add a new task but no marker for team to see. I have a marker named obj1 in the center of the city where I would like to have the Task destination. Please help. Edited- Dont know why but I got it to work using X,Y,Z positions instead of marker.
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One more question. What would I put in the Trigger if I wanted it to set when only 10% of enemy is left? I am having a problem where randomly it is placing enemy in the churches and of course they can't be killed so trigger wont activate until all are dead.
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Ok so this is what I have discovered. Na_Palm you can use the activation section on the trigger, but you have to place a Game Logic down and name it for the script to work. I also had to place a new trigger for what ever reason old trigger was not working as intended. The script will not work with just a marker either it has to be a game logic position. Thanks for the help! I figured it was simple.
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Sorry... let me explain better. I have the script originally set up on Game Logic- Object- game logic written this way nul = [this,3,200,[true,false],[true,false,false],false,[20,10],[3,2],[0.7],nil,nil,1] execVM "LV\militarize.sqf";. The mission works fine but I have two cities set up with this script plus tanks. Mission works fine but can effect FPS at times. I am trying to set it up to where the second script only places soldiers after a trigger is activated or the enemy from first script is wiped out.
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Cool I will try that right now and see if it works. Edited: No still doesn't work right. I have this script in a game logic setting. It works even with "this" in the script, but to save FPS all I am trying to get this script to activate when troops are near or by trigger. Any suggestions.
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I have been using this script on some of my smaller mission but am trying to make a bigger one with multiple cities. I have used this script, if (triggeractivated trg1) then {nul = [this,3,200,[true,false],[true,false,false],false,[20,10],[3,2],[0.7],nil,nil,1] execVM "LV\militarize.sqf";}, trying to get Ai only to spawn after Blufor sets off a trigger. Any help please. Not the best at this and am still learning this whole script thing.
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If you read I have already looked into wiki. Not everybody understand it...lol. I have tried the examples but changing [_grp, 2] to [plane1, 2] and nothing. This is why I am asking. I have learned alot about coding in this game, but I dont understand it all. In noob terms could someone please put a sample mission or script they have used? I can not get the aircraft to loiter right no matter what I do. Using a loiter waypoint it always circles right.
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I am trying to get the plane to do left hand circles around a city then move to the next waypoint once opfor are gone. I cannot get the plane to loiter the right direction as it always wants to fly right hand pattern. I have tried the SetWaypointradius 1000; and SetWaypointLoiterType "CIRCLE_L"; It keeps telling me I am missing a ; after the wording I named vehicle to plane1 and add plane1 in front of both commands it accepts commands but plane just flies past waypoint. Can I please get some help as I am just learning all this scripting. I have looked at the wiki and tried multiple times I just dont know what I am doing wrong.
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large [SP/MP][COOP] Patrol Operations - Official Thread
mech79 replied to roy86's topic in ARMA 3 - USER MISSIONS
What script or mod did you use for the AI? I have been wanting to build mission like I have seen where AI spawns throughout a city randomly. -
Thank you I will try that. Edit* That worked perfectly thank you.
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I would like to setup respawns to any player that is still alive. If everyone dies the mission ends. I have seen this on the escape missions and would like to add it to my own. I am new to Arma 3 and am trying to learn.
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No group only respawns you if there are AI alive. IN MP games with my friends no AI we have played some missions that if you die there is a base respawn or what ever players are alive are considered respawn points as well. Do I just use the base respawn and name a player. Then affiliate that name in the SFQ file for base respawn?
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Yes just like the respawn is in escape from stratis mission that everyone can play. If everyone dies the mission ends. As long as someone is alive people can respawn on any player alive. I have been searching the forums and you tube atching what ever I can find to learn but I can not find anything on this specifically.
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I love how people just post that site...lol. I will explain I guess I deserved that. I have tried multiple scripts from that site the only one I can get to work is respawn = "base, instant, etc"; respawndelay = 20; I am not a computer genius, hell a programmer I play with couldn't get some of them to work so I am asking what how some one has their script, what they placed and where in detail. Something a dumby could understand?
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You could use show/hide modules and sync them to triggers and units you want to hide or appear. That is what I do. Just make sure to use "Apply to- groups of synchronized objects" In the module.
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AI Spawn and despawn on trigger
mech79 replied to Moon_chilD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is what I use, but it does not re-hide the units it only works to appear when needed. I guess you could put down 3 modules and the last one could be another hide set to another trigger to hide them again, but they might still pursue your team just invisible and cant fire. Helps on FPS. I use the Show and Hide Object Modules. Place down 2 modules make one hide units and one show units. Make the Apply to- groups of synchronized objects. Sync all of the troops you want to hide to both modules then set a trigger to operate how ever you want and sync it only to the show module. At the beginning of the mission the units will be hidden. As soon as the trigger is tripped they will appear on the field. Make sure you set their first wave point to the same trigger or they will move around invisible.