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Found 12 results

  1. Hi, I have a little problem with activation/deactivation of triggers. I have 4 triggers named : trigger_1, trigger_2, trigger_3, trigger_4 (they spawn enemies). I want if trigger_1 is activated (once) all other triggers should be disabled for lets say 2 hours and then re-enabled except trigger_1. Then the same for trigger_2, etc. I tried to use trigger deactivation field of trigger_1 to disable the other triggers with enableSimulationGlobal but I should make the trigger repeatable and when I re-enable all triggers (enableSimulationGlobal true) trigger_1 will spawn enemies again which is not my intent. I hope I explained well, really need to solve this ... 😰
  2. Hello, I am looking for a solution to an issue which troubles me greatly - AI going prone on contact. I guess all of us have experienced it before and know that once the AI changes combat mode, it instantly goes to the ground which is not always realistic, nor is it good for the players. I have searched for a solution for some time now and most of the solutions suggested forcing AI to one specific stance, either by Zeus or by setUnitPos. Unfortunately, none of the solutions considered allowing the AI to either STAND or KNEEL, which is what I'm hoping for. Maybe there is a way to add an eventhandler of some sort which could override the PRONE stance with KNEEL, if possible. Otherwise, maybe it could just disable prone itself, leaving kneel and stand for the AI to choose normally. I did find a semi-solution to this, which is using trigger areas and modules, which force the stance change of the AI within a trigger to whatever I set, however that's a) fixed to one stance, and b) always in zones that have been predefined by me, not dynamic in any way. I lack enough experience to write something like this on my own, but I do feel like forbidding AIs PRONE stance only is possible - I just don't know exactly how to do it. Will be grateful for any help! Adam
  3. after activating it with ctrl + shift how to disable the launcher safemode??
  4. Hello, I'll try to make this as simple as possible: I'm wondering if there's a way to have a trigger disabled at first, and later enabled by another trigger. In other words, "spawn" a trigger. Imagine you're going through a corridor, nothing happens when you go to the end of the corridor. Then you head back and something happens on the way back. Example: Thanks in advance! :)
  5. Hello, I need a little help: I would like the AI not to be visible to the naked eye but only visible through thermal NVG. I would like to add it either in the IA init or in a script. And usable in Multiplayer. Can someone help me?
  6. Hello there to Everyone! I was searching , on how to disable the option for opening the backpacks of others. So for anyone interested , this is the code: The best solution so far is here thanks to Grumpy Old Man :
  7. I have been tearing up the internet now for two days trying to find out how you would go about this. I have a prison facility within my main base. I want to disable a players ability to manually respawn while on the prison grounds and inside the building. I have haggled with a few older examples but have had no progress in getting them to work. I currently have no functional code to share but am looking for help and examples in order to meet my task.
  8. Hello, so far I've managed to find two actions that probably govern what can be done with a fireplace object. These actions are: FirePutDown and FireInflame but I'm falling short on how to put these to use in a meaningfull way. What might be a good way to prevent players from using Put out fire and Light fire actions from the action menu when they are close to a fireplace (that can be lit or put down)?
  9. Really don't know why I'm struggling with this; i've done it plenty of times before. _wayPoint_Alpha_wp3 setWaypointStatements ["true", " (units group_mainyu1) orderGetIn false; {unassignVehicle _x;} forEach (units group_mainyu1); qrf1Dismounted = true; {commandStop _x;} forEach (units group_mainyu1); {_x disabeAI ""FSM"";} forEach (units group_mainyu1); " ]; I'm just trying to disable certain AI aspects when a group dismounts from a vehicle. I keep getting error messages "missing ;" regarding the following line: {_x disabeAI ""FSM"";} forEach (units group_mainyu1); Usually this happens because I've used the wrong thing when referring to the string. I.e. i put "thing" instead of ""thing"" or 'thing'. Truthfully I don't 100% understand when to use "" or ' within an existing string, but usually i just try one or the other until it works. Might be useful if someone could explain to me what the rules actually are. Cheers, Law
  10. hello guys, i got a problem with spectator camera. i just need to have the simple spectator camera after death (and ONLY when dead). seems to work only with certain respawn modes, and i need the "Custom respawn - select respawn location" system, with that sadly it does not work (in fact it open the spectator camera, but not let it move, so you are forced to just look the ground where you died, tragic) ! ...anyway... i menaged to make it work using : ["Initialize", [player, [], true]] call BIS_fnc_EGSpectator; (onPlayerKilled.sqf) ["Terminate"] call BIS_fnc_EGSpectator; (onPlayerRespaen.sqf) ...but...i still have a big problem....the evil "spectate" and "back to map" buttons. i tried, but i cannot disable spectate in mission attributes>multiplayer or even the scripted camera will not work. ...and if someone clicks on them, they lose spectator camera until they respawn. i really need an hand on this....cannot figure what to do for a soo simple thing like get spectar camera working for the dead! thanks for any help !
  11. I'm trying to disable the RightCtrl+M mini map, but it just wont work. In description.ext I have showGPS = 0; and yet the GPS is still coming up, when I preview the Mission. Everything else works fine. I have ACE running, may be that's the problem?
  12. Hey guys, I'm trying to put something together that will prevent players (Co-op) from picking up the weapons off a dead AI. It was easy enough to prevent them going into a dead AI's inventory but I'm stuck for a solid idea on how to stop them getting the weapon that gets dropped on the ground. At the moment I can use this on an AI once it dies: {_x enableSimulationGlobal false} forEach (nearestObjects [_unit,["WeaponHolderSimulated"],5]); This works, but it causes the player to level their view horizontally for what seems to be one frame, which is kind of distracting. Is there a batter way to achieve this?
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