Jump to content

Maurdekye

Member
  • Content Count

    108
  • Joined

  • Last visited

  • Medals

Everything posted by Maurdekye

  1. All the ones that come with the game are identical, aren't they? Just different track layout.
  2. I have a helicopter with three waypoints; a MOVE waypoint, which is connected to a trigger, a LAND waypoint attached to an invisible helipad and with the condition that all units are inside it, and a third MOVE waypoint. I expected the helicopter to move in and land on the helipad once the first MOVE waypoint is skipped, but instead it simply flies over and stays hovering in midair over the trigger attached to it's MOVE waypoint. Why is this happening, and how can I get it to land on the helipad? Edit: Here's an example mission that demonstrates my problem; https://mega.nz/#!sMUByIQb!2snm5wTgDpMsCGJYxSXzoMZjqMKxWOa__TaDh0_AORE The helicopter should move past the first waypoint once the trigger is activated, but it simply stays in midair and doesn't move at all. There are no enemies on the map, or any other characters besides me and the pilot. As an extra note, I'm playing this mission in multiplayer. Edit: I was able to solve my problem by using multiple waypoints; I first used a Move waypoint right next to the helicopter that's connected to a trigger, and is skipped when the trigger activates. Then a Move waypoint attached to the helipad with a condition of true and an Actrivation with 'heli land "land";' in it. Then a Scripted waypoint also connected to the helipad, with a condition of "me in heli", then, a final Move waypoint out in the distance with a condition of true. Here is a more complicated mission I created using this information; it features a helicopter that ferries the player between sides of the lake whenever they get inside, and waits for them to reenter; https://mega.nz/#!FUkiFIYI!jm-56z1QLBkh9lEIPdt8iPOyHZKEWdnGU3dTsa2TD3Q
  3. I enabled Respawn on Custom Position and checked the Choose Position checkbox. But when I started the mission, there is no respawn selection gui and the box is unchecked when i go back to the editor. This bug occurrs very inconsistently and seems to pop up and resolve itself autonomously between reloads of the editor. It can happen to any given mission. At most it's a major annoyance, but i'd like to see it fixed eventually.
  4. Thank you, that's extremely helpful! I was able to modify my original mission to work properly using this. Thanks.
  5. First of all, that's just placeholder purely for example. Secondly, I dont know how you can call your change "easy", when it's three times as long. Not to mention that it only works if you put it in the trigger's Activation, whearas mine works everywhere else. There's no reason to be opposed to giving objects variable names, especially if you dont intend to make your mission dynamic. In my full mission this script will only ever apply to a specific helicopter which exists at the start, so using variable names is fine. And imo, ignoring and not using them is simply poor practice.
  6. I intended it to do exactly what you showed in the video; what did you change to make it work? It didn't do any of that when I tested it.
  7. Yes, I'm sure the trigger is being fired, it has some other associated properties that also fire properly. The thing is I want it to land at this specific helipad that I placed.
  8. Thank you, setting the type of the associated trigger to "skip waypoint" made it work.
  9. I have a series of move waypoints assigned to my unit's squad, and the first one of them attached to a trigger. I expected that when the trigger is activated, the waypoint would complete and the next one would become available, but instead the waypoint stays uncompleted and its name changes from its default description to "WAIT". After that nothing seems able to complete the waypoint. Is this a bug?
  10. I have a couple points around the map that you can visit, and each one should enable a respawn point when you arrive. I have the triggers set up, but I can't sync them to markers. How do I make this work?
  11. Yes yes, that's what I did initially, but it didn't work. So I came here to make a forum post about it. And I am absolutely sure that the trigger is being activated, as it has a secondary function of adding some units to the player's squad.
  12. I tried using the createMarker function, but it gives me an error. This is the code I put in the trigger's activation; nul = createMarker ["respawn_west_reinforcements", position this];
  13. So they did add a new respawn system into the game. I asked about it in a previous post, but I only got a cryptic half-answer that told me to use the old system. How does the respawn position system work?
  14. How would I "Turn logic on"? What does " respawn ! position ! ",````` even mean? Edit: Oh, you mean go to the Attributes > Multiplayer menu, and use the Respawn dropdown.
  15. Thank you, that worked. I hope they fix this soon.
  16. This is probably asked a lot, since it's likely a common problem that I feel like I should have been able to solve by now, but my description.ext just doesn't work. It's not even that complicated, it's just five lines of config. Here are the contents; respawn = "BASE"; respawnTemplates[] = {"MenuPosition"}; respawnDelay = 5; respawnVehicleDelay = 3; disabledAI = "true"; I've fooled with the formatting for a half hour now, double and triple checked to make sure everything is spelled and capitalized properly, used every alternative for values ("BASE" vs 3 in the respawn variable, "true" vs 1 in disabledAI), but no combination causes it to work. The filename is "description.ext", and I've made absolutely sure that it's also spelled right. I have no idea why it isn't working, and it's ridiculously frustrating. If anybody could give me suggestions as to what else I could try, it'd be greatly appreciated. I've also added player and vehicle respawn locations to my map, with the names "respawn_civilian" and "respawn_vehicle_civilian_1" through "respawn_vehicle_civilian_6". I've double checked those for spelling errors as well. I also added this line to my init.sqf for the vehicle respawns; { _x respawnVehicle [-1]; } forEach vehicles;
  17. Maurdekye

    Description.ext not working

    I just realized that ctrl+s doesn't actually save the mission to the multiplayer mission pool, I have to go to Save As and click Export as Multiplayer Mission before it updates. Kind of stupid.
  18. Maurdekye

    Description.ext not working

    I just saved the map again, and it suddenly started working. I think I had an older version that it wasn't saving over for some reason.
  19. Maurdekye

    Description.ext not working

    I have "hide extensions for known file types" unchecked, so that's not the issue. Just to be sure, it says "EXT File" on the right under "Type" in the file explorer.
  20. I've been having lots of trouble with my helicopter insertions and extractions, so I made a basic mission to try and test them out; https://dl.dropboxusercontent.com/u/102121091/Simple_Mission_Test.VR.7z It's going fairly well, but for some reason the insertion helicopter stays landed even after I get out of it. If anybody could give some help, I'd be grateful.
  21. Both commands seem to do exactly the same thing, and I'm not sure why there are two separate ones.
  22. I did mention that I wanted it to work for multiple people before, in an earlier reply to this thread. Also, wouldn't this force the pilot and copilot out of the helicopter as well?
×