damsous
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Everything posted by damsous
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Yeah but i m not enough skilled to do this with a functionnal script, i just share the idea if somebody is able to do something like this.
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I can spawn items in buildings, though i want to only spawn one or two.
damsous replied to HAFGaming1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thats a really nice script thanks -
its not a script its a lot off trigger :)
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I have tryed to do a crafting system, base building, settlement with settler, vehicle cafting and vehicle upgrade system for Ravage. Here a video demo : 30 min video, read the first comment to skip the load/unload part.
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Got a question about the vehicle module, if for any reason i want to spawn more wreck than the normal vehicle i can duplicate the classname of the wreck in the custom vehicle and wreck box or that will change nothing ?
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Yeah be carefull with the server often they say you paid for an amount for this config, but they dont tell you there 8 server running on the same box so at the end you got 1 core avaible and 2gb or RAM... for Arma its not enough.
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Yeah paradrop its cool for soldier, i think its better to add something like a factory or garage in the sector setup (like helipad, harbor, airstrip) and that just spawn the right vehicle, also a vehicle cap by sector so for exemple if there already 10 alive vehicle inside a sector its not possible to order an other one, i think its a good way to avoid performance issue and troll
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Hello im trying to do something, but i can do it one time im not able to do it repeatedly. Just an exemple of what i want to do : I want to deliver 2 item in one place for create one, for exemple an Offroad + a static HMG and that create an Offroad Hmg. So i use 3 trigger to do this : 1st trigger : trigger name : offroad condition : {typeof _x isEqualTo "C_Offroad_01_F"} count thisList > 0 activation : _vehicles = nearestObjects [offroad, ["C_Offroad_01_F"], 100]; {deleteVehicle _x} forEach thisList; 2nd trigger : trigger name : hmg condition : {typeof _x isEqualTo "B_HMG_01_high_F"} count thisList > 0 activation : _vehicles = nearestObjects [hmg, ["B_HMG_01_high_F"], 100]; {deleteVehicle _x} forEach thisList; 3rd trigger : no name condition : TriggerActivated offroad AND TriggerActivated hmg; activation : _veh = "B_G_Offroad_01_armed_F" createVehicle getMarkerPos "veh"; When i deliver the vehicle and the static weapon i got an offroad hmg that spawn, but not work on repeat trigger. My question it is possible to do that with one trigger, a working line for multiple condition.
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Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't think so, but i m afraid my knowledge in scripting is too limited to do it via script so i do it with trigger, that take me a lot of time to do it via trigger cause i need to try each time on each object and see the result if there no mistake. What i would like to do its a coop survival, that mean a lot of zombies (with horde of +50 Z) and make the loot in town hardest as possible, not possible solo if not well geared, so the player need to find something to scrap to be able to build basic vehicle, and must go in different place to upgrade a vehicle. There is also with the construction system a defined area for build a settlement with different type of building, each type of building will spawn friendly recruitable AI, for exemple if a player build a slum house (buildable with scrap only) that will spawn 1 or 2 AI with a basic gear, the bigger building will spawn a well geared team, in this settlement each spawn/building is limited by an area to avoid performance issue or path issue with the AI, so 1 building/an area of 50x50 will spawn AI, so there more benefit to build bigger house, the player can also build everywhere but there will be no benefit. For the bigger building the player must gather ressource like wood and concrete, the pile of wood are avaible in forest and must be transformed into plank in a lumber mill, same with cinder block the player need to go in an area where there a concrete mixing hopper avaible to be able to build bigger wall... With that a sort of semi-random repeatable event to be able to get the component faster, for exemple an area full of concrete block but infested with Z, or a camp in a forest full of log but guarded by the bad guys, or with the Alias anomaly script. And with all of that, make a main objective and a mission end, to clear a base guarded by a private military Cie, the player had to be geared like a soldier with armored vehicle and squad of AI to be able to attack the big base, cause survival mechanic is fun but if there not a main objective its boring. -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah i have try on a clean map its working, i feel so bad, i don't know why is wasn't working, i think i was to tired and lost with my trigger... thank you really and sorry. -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i know but i have try also with I have tried many way different thing with different number of box, count ((getpos thisTrigger nearObjects ["Land_PaperBox_open_full_F",200]) select {_x inArea thisTrigger}) >2 (with 3 box) count ((getpos thisTrigger nearObjects ["Land_PaperBox_open_full_F",200]) select {_x inArea thisTrigger}) == 2 (with 2box).... i will retry on a clean map -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No i try with 2 box with your exemple -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its working thank you so much :) -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its not working i put 2 box inside the trigger nothing happen, no script error. -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have an other issue i don't know if its possible to count the number of element with the condition you give me : getPos thisTrigger nearestObject "Land_PaperBox_open_full_F" inArea thisTrigger I would like to activate the trigger if for exemple there 3 "Land_PaperBox_open_full_F" inside the activation area. -
Wich Ai mod ?
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Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to create a system where the player need a vehicle to transport the item to build something big, remove the ability tu run when carry heavy item, create a rare crafting component and make vehicle avaibility more complicated for post apocalyptic scenario. For exemple the pile of junk its a common material that need to be decomposed near a workbench, each decomposed pile of junk will create : 1 tin fence, 1 stack of palet, 1 plank and 1 tin fence pole. The player can already use this material for make basic defense or build other item like a slumhouse with 4 tin fence, 4 tinfence pole and 10 stack of palet. Or a Grey metal shed with more tin fence + tinfence pole (do not need palet). Or an other exemple with more rare item, 20 concrete pillar + 20 satck of brick + 1 stack of palet = an unfinished building, the building can be customise with plank, fence.... 5 concrete pillar can be build with 1 stack of cinder block, a concrete wall can be build with 5 concrete pillar. -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its an exemple of what i want to do its working big thanks @pierremgi and @killzone_kid -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its work thanks a lot :) -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im not able to make it working but thank you for your answer -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah i have tried to your exemple but its not work for static object : vehicles findIf { typeof _x isEqualTo "C_Offroad_01_F" && _x inArea thisTrigger} >= 0 (its work) vehicles findIf { typeof _x isEqualTo "Land_PaperBox_open_full_F" && _x inArea thisTrigger} >= 0 (not work) -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have trying this, but now that detect every object inside the trigger, i start to loose my hair :) {vehicle _x in thislist || (!(vehicle _x isEqualTo "Land_PaperBox_open_full_F") && !(vehicle _x isEqualTo "Land_Wreck_Slammer_hull_F"))} count thislist == 1 -
Repetable trigger condition
damsous replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thats work, but now i got an other issue i want to do the same thing with wreck, ammobox and few object but the trigger dont want to detect it. For exemple a single trigger to detect an Ammo box don't work but its weird cause the trigger detect if the object is not present. My exemple : condition : {_x iskindof "Land_PaperBox_open_full_F"} count thislist == 1 activation : hint "work"; the trigger didnt detect the object. If i try with this line for absent detection thats work even if the ammo box is in the trigger : {_x iskindof "Land_PaperBox_open_full_F"} count thislist == 0. I also try with this line without success : {typeof _x isEqualTo "Land_PaperBox_open_full_F"} count thisList > 0. There is something special to detect the static object ? -
Ha ok open a text file and save as descritption.ext in the "filename" box Under the "filename" box there an other box "file type" there 2 choice "texte file (*,txt)" and "all the file", make to select "all the file", cause if you choose txt file that will not create a .ext file, just a .txt file and that not work.
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Its weird maybe a mistake with the module placement and sync ? Watch the video he explain how to use the module on the map