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Found 42 results

  1. I'm making a mission where on a task completion, a group of OPFOR spawn at a marker and follow a series of waypoints to attack my location. I'm running a .sqf for the spawned group and everything is going fine as far them spawning and moving goes. The problem I'm having is that I want my new task to update when the group are dead. Enemy group = enemy1 I have a new task and a task state module set up with a trigger, the new task module is linked to my player. the task is assigning and display correctly but not updating when enemy1 are all dead. In the trigger condition line I have; {alive _X} count units enemy1 == 0; the trigger is linked to the task state module which is set to succeeded. I've tried the above with a group I have placed on the map and it worked fine, just wondering if there is something different you need to do for a spawned group.
  2. Hello evveryone. I'm creating a mission where you are tasked to intercept bomber flights before they bomb a specific target. However to keep things reasonable, I only want the next bomber to spawn after the first one is destoryed. Using the variable name bomber2 what would the trigger code look like for making this happen?
  3. Im looking for a script that allow players in a dedicated srv spawn custom tasks with a map click for location. A few years ago I played with a unit that uses a script to generate practice tasks. It was very simple, you interact with an object then choose a task type from a lists and then just click on the map to generate the task. It was very simple: click on the flag, click on the Tasks Options screen, click on map, play!
  4. HI. Im new to arma 3 scripting language. Im trying to do a simple task with triggers. what i need to type in initialization, to set my objective as succed if i heal a teammate(pilot1)? im trying something like if (damage pilot1 < 0.25) then {this}; its my last attempt, and i have many wariations of it, but i failed every time. I would appreciate any help! :)
  5. Well, this issue is rather than usual. To begin with; Task module "Task state" will not work with the next: in Type: Next waypoint on condition: whatever if it's not <this> So the question will be the next, how can i place next condition to make efective a task (and of course for veterans, withdraw "obj... status 'done' " option) Thanks
  6. Well, this issue is rather than usual. To begin with; Task module "Task state" will not work with the next: in Type: Next waypoint on condition: whatever if it's not <this> So the question will be the next, how can i place next condition to make efective a task (and of course for veterans, withdraw "obj... status 'done' " option) Thanks
  7. I want to create a task that is not bugged on a dedicated multiplayer server. Is it enough to place a trigger make it blufor present and put isServer && this in the condition bar, then synching that trigger to task modules? Or do i HAVE to use scripts to create tasks?
  8. I have been trying to create a mission where a task will be activated if the player picks up a file. However, I have not been able to activate the task. Can anyone give me any ideas?
  9. With the results of my poll in, the server has been configured and launched. It is an Invade and Annex on the Tanoa map, with the mods being RHS: Escalation and Task Force Radio. If you want, you may also load in with ShackTac Interface but that's optional. I hope we get some people on and enjoying everything I have to offer. Feel free to use the TeamSpeak as well. Server: 158.69.118.213:2332 Teamspeak: 8.26.94.64:10019 And if you really feel so inclined, you can join the Arma 3 Unit that I'm starting up. Task Force 121 -> https://units.arma3.com/unit/jsoctf121
  10. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  11. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  12. Greetings, I am encoutering a very strange problem and I wonder if anyone has a solution. The problem I have is that task manipulation via SQF (task functions) wont work inside triggers. For example, lets say that a trigger on activation does: hint "Activated"; task1 setTaskState "Suceeded"; Upon activating the trigger, the hint will appear but the task wont complete. If I do this via modules and sync it all works. This time, this failed with the setTaskState function, but I remember this happening with other task related functions. Does anyone have a solution to this problem? Cheers, Tansvanio
  13. There is something really bad here about DRT instrument. In the LARGE ROVER, it is supposed you can mount DRT in those 4 front slots, looking forward... but the surprise is, when you move the rover to the metal part for the experiment, the instrument is really far away from ground... OUT OF RANGE. Why the hell allow to mount DRT in those slots? have no sense!!! It should have another slot just in the rover belly at least, due there are no enough slots in the robotic arm for all experiments needed.
  14. Hi, I'm trying to make a mission using the 3D editor based around defending a few camps. I'm trying to make it so a new task pops up after an enemy unit (zombies in this case) enter a 500M trigger, as well as playing an alarm. The trigger works fine and is reusable (cools down, replays etc). However, for the tasks, I'm not sure how to get it to 'disappear' and come back when more enemy units enter the trigger again. For example: I have the task to say what direction the enemy is coming from (It's a large camp, using NWAF on Cherno), so it'll pop up 'Defend South East Barricade'. That comes up fine when the trigger is activated by a hostile. Only thing I'm stuck on is making the task itself repeatable so it pops up again as if it never activated in the first place. I'm not bothered about the task showing up as 'successful', I just want it to pop up on the screen so the player knows where to go. Thanks in advance
  15. I'm trying to use the task modules in the 3D editor, but they don't seem to work properly. Even when syncing a set task module to a trigger, it activates immediately without the trigger activating. As well, none of the "Task Assigned" or "Task Completed" popups appear properly.
  16. "ΜΟΛΩΠΛΑΒΕ" WHO ARE WE? We are Task Force Spartan, a realism, military simulation unit. We are a small Task Force group who cares and always willing to help and look out for each other. WHAT DO WE OFFER? Tactical Combat Realism US Military Ranks Modpacks Teamspeak 3 Server Training ENLISTMENT REQUIREMENTS Atleast 15 years of age Must have Teamspeak 3 Must own an original copy of Arma 3 Must be mature Must have a mic HOW TO ENLIST To enlist send an e-mail to alexandros.mirza@gmail.com with the following: Name Age Location Choose a unit and up to 3 Specialties UNITS TO CHOOSE FROM 1. Infantry - "Sword" Specialties: Rifleman Grenadier SAW Gunner Explosive SPC Missile SPC Combat Medic 2. Airforce - "Spear" Specialties: Rotary Pilot Fixed Wing Pilot 3. Armor - "Shield" Specialties: Tanks Artillery --General Alex Torvalds
  17. hello I just wanted to know how to edit the game rules and the team speak address in the map
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