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Showing results for tags 'presence'.
Found 4 results
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Trigger check for enemies in vehicles
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, I am in need of help with trigger conditions checking whether there are enemy units (OPFOR) present inside vehicles such as jets, helicopters or boats. The idea is to have the trigger check whether enemy aircraft (or boats, but that's really low priority and optional) is approaching a large location covered by a trigger (about 10+km in size) and when that happens, launch an alarm sound effect in a certain place on the map (possibly not the trigger itself, because they are supposed to be placed in different locations). The important thing is that it's not only OPFOR - present, as the activation type, but OPFOR units in aircraft-type vehicles. An extra nice-to-have feature (if even doable) would be to display a hint or any kind of message on the screen informing about the type of aircraft incoming (not necessarily the name of the specific type of aircraft, but rather its type, so in that case "helicopter" or "jet"). I would be grateful for help in defining this condition! Thanks! Adam -
create Module Civilian Presence with script
CheyenneAH56 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I need a little help I try to create, through a script, a combination of modules to add a civilian presence to the cities crossed by the player. The problem is that at the launch of the mission, despite the generation of three modules (visible and existing in Zeus mode) the main module (ModuleCivilianPresence_F) does not link with the other two modules (ModuleCivilianPresenceSafeSpot_F and ModuleCivilianPresenceUnit_F), and I have the following error message : "bis_fnc_moduleCivilianPresence [x] Civilian Presence L-Alpha 1-2: 1 terminated." There are at least 1 spawnpoint and 1 position module. " How to make dialogue, synchronize the three modules, created via a script, ingame ? This is just a piece of extracted code; the rest of my project works perfectly : Do not pay attention to the two ways to create a unit, both ways work exactly the same, I put the necessary characters to hide the text for reading the script > /* and */ _townLoc = nearestLocations [getPos player, ["NameVillage","NameCity","NameCityCapital","NameLocal","CityCenter","Airport"], 2500]; if ((count _townLoc) > 0) then { sleep 0.01; _townPos = locationPosition (_townLoc select 0); /* sleep 0.50; _MCP_Spawn = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceUnit_F",_townPos,[],0,"NONE"]; _MCP_Spawn setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_SafeSpot = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceSafeSpot_F",_townPos,[],0,"NONE"]; _MCP_SafeSpot setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_Module = (createGroup sideLogic) createUnit ["ModuleCivilianPresence_F",_townPos,[],0,"NONE"]; _MCP_Module setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; */ sleep 0.50; _MCP_SafeSpot = "ModuleCivilianPresenceSafeSpot_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Spawn = "ModuleCivilianPresenceUnit_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Module = "ModuleCivilianPresence_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; }; Otherwise I also tried another method : I to place the necessary modules in the 3den editor, then move them by script when the player is near a locality. The modules change position, but the created civil entities always go to the moduleCivilianPresenceSafeSpot module's initial position, ie the position of the module when it was placed in the editor, even if it was changed position. :/ -
Civilian Presence Module - Custom Civilians
Nutzgo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm making a mission on a custom map, Takistan. I was wondering if it's possible to make changes in the Civilian Presence Module (CPM). Is it possible to make it spawn only CUPs Takistani civilians? The Altis civilians are a bit.. eh.. misplaced as an civilian population in Takistan. -
Hello Community, With the new Mission from the Tac Ops DLC, they have also introduced some new cool Modules for the Eden Editor and I have played around a wile but I still couldn't figure out how the Civilian Presence Modules work :( I would be really thankful if anybody could explain to me how those Modules work! Warm Regards, Lt. Halliwell, to be continued ...