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Found 45 results

  1. I want to start a mission straight into the virtual arsenal. I'm creating a story-based mission and I want the player to create his/her character before it all begins. I don't want the player to look at a box and select the aresenal. I want them to spawn into the arsenal, one time only. I also want to: pause the scripted events at the mission start while the player is in the arsenal. give the player objectives and waypoints. display text on screen and dialogue from NPCs. speak to NPCs, conversation wheels, which trigger events such as spawning, objectives and waypoints. delete unwated NPCs and objects. Its been a few years since I worked with ArmA. Could somebody point me in the right direction?
  2. I apologize if is this is painfully obvious. I have been crawling the internet for answers, and I've run out of luck. I'm attempting to create a mission where players control Inf Squad. Squad has to drop off a civilian in town before continuing to other objectives. I just want the civ to get out at the designated point, move to a waypoint behind a building then disappear. I initially had the civilian join the Squads group then use a trigger to have the civ get out, then move to a waypoint and use the dismiss waypoint which failed, the CIV did not do anything. I then attempted to just put the civ in the vehicle and get out by trigger and follow its next set of waypoints. The Ai got out then followed the vehicle and got back in the vehicle. (used moveOut command). I also used Trigger with Radio Alpha, but it still did not work. I'll take any help I can get (especially explain like I'm five type) Thanks!
  3. Hello! I've stumbled upon a small problem to solve. I was curious as to what the simplest method is to enable a trigger's ability to activate. Example: Say there's a zone that ends the mission, but you want to force the player to complete tasks before they can walk into the specific zone, ending the mission. It seems using standard zone triggers has nothing preventing the player from walking into the zone, ending the mission. Essentially, I look to have the trigger's ability to activate enabled only after something specific has been completed (Whether it be a task or a trigger first.) This being the goal, "triggeractivated" isn't ideal as it forces activation. If there's a simpler way (or better, coding as well), I'd love to know. Many thanks.
  4. I am trying to hold troops in place until the helo is within 100m to speed up loading. This is for a basic helo transport practice mission I am working on. Right now the way the synched waypoints work the fire teams are running around on approach, sometimes toward the helo while I am still approaching, and it takes forever for them to load. I want to have a guard or hold waypoint that releases once the helo is close. This would keep them right on the PZ until I am nearly landed. I have tried searching and find it tedious. The wikia sucks so far when looking for editing info.
  5. Hey guys I am having a problem with the triggers in Eden Editor. I downloaded the game about a week ago, but I have about 300 hours in Arma and I never had an issue with the triggers. The problem I now have is that, although I can change the type of the trigger, I cannot change the Activation settings. I have tried the windowed mode, as someone has suggested, but it worked only once and now I cannot change it at all. I have also tried playing without mods and nothing seems to work. Do you know how can I fix it?
  6. Okay due to some things i forgot to check yesterday i've now made some final changes. NOTE: it's made based of RHS, it will replace the weapons that FIA are using, advise to not use it in a manner that affects the player. *Moved the shuffle statement of all the arrays to be before the arrays are doubled *it now grabs the items the unit is carrying before they're wiped and re-adds them at the end of the script *it now adds ammo for the GP25's and M203's *if the weapon to be given is in the LMG list the unit will now get a kitbag for the ammo *if the unit gets a RPG-7 with or without a PGO it will receive a RPG pack https://pastebin.com/MikjXBqc So i am trying to make a script that will replace the weapons of the opfia that spawns in a mission, it identifies them by what weapon they have and checks if they have the rpg32 and replaces it as well. The problem i am having is that i can't seem to make it run, the script itself should work even if it's not a class A example of a code, so if anyone would be so kind to take a look over it and tell me how to trigger it that'd be swell!
  7. Hello again. Today I'm in a situation where I want the player to move to a certain spot/trigger location where an enemy patrol (2 units, variable name patrol1) will spawn down the road a ways and follow a set of waypoints. How would I go about doing this? Again new to all of this, please be understanding!
  8. Was hoping someone could help me with getting triggers to work. I've tried everything I could think of. Tried a few Youtube tutorials, but nothing worked. I'm trying to get some T-90's to move through a series of waypoints once my M1 Platoon reaches a trigger box. I have these settings in the trigger Activation: Type: Guarded By OPFOR Activation: BLUFOR Activation Type: Present Condition: this On Activation: Blank On Deactivation: Blank Everything else is default The first waypoint for the T-90s is supposed to be activated by the M1's reaching the trigger box. I just can't get it to work. The T-90's just start moving as soon as the scenario starts.I'm willing to try and learn scripts, but I think that would be like trying to teach Mandarin Chinese to Helen Keller
  9. Hello all, I am working on a multiplayer scenario I've called "Hide and Seek": Opfor has to find and kill the Blufor units within x minutes, while Blufor has to stay alive until then to win. If Opfor manages to kill Blufor, it's a win for them but a loss for Blufor. If Blufor manages to stay alive throughout the countdown, Blufor wins and Opfor loses. To avoid stalemates and extreme "camping" on Blufor's end, I've added a little side quest where Blufor shall be able to trigger a "mission complete" ending by blowing up a specific Opfor vehicle. This dhall, of course, trigger a "mission failed" for Opfor as well. I struggle to find a way to script/trigger this, as I can only achieve one mission ending at a time. Can anyone with more experience please help me script this properly? Thank you!
  10. Hello, so i'am making a survival style mission, so i have setup shrinks, each shrink looks something like this: // shrink.sqf sleep 2; nul = "Warning message" spawn bis_fnc_titleText; sleep 2; "shrinkmarker" setMarkerSize [2200,2200]; sleep 118; _shrinktrigger2= createTrigger ["EmptyDetector",getMarkerPos "shrinkmarker"]; _shrinktrigger2 setTriggerArea [2200, 2200, 0, false]; _shrinktrigger2 setTriggerStatements ["not(vehicle player in thisList) && not(player in thisList)", "player SetDamage 1;",""]; _shrinktrigger2 setTriggerActivation ["ANY", "PRESENT", true]; sleep 1; nul = "Shrinked" spawn bis_fnc_titleText; skiptime 1; sleep 60; if (isServer) then { null=[]execVM "spawncar.sqf"; }; so everything works, trigger gets created on same position as marker is called "shrinkmarker". So i player hosted the mission , the VM got executed in init.sqf, via: sleep 60; null=[]execVM "shrink.sqf"; so me and my friend after 60seconds got the warning message, in that case the marker size showed us where the shrink would happen, so we both stood around ~300m outside the marker, after 118 seconds, the trigger got created, remember (we both stood near each other, 1meter difference OUTSIDE the marker, meaning we should both die since we are not in area where trigger is created), and for some reason, i died, but my friend did not. We were both in CIV side.
  11. Hey guys I am having a problem with the triggers in Eden Editor. I downloaded the game about a week ago, but I have about 300 hours in Arma and I never had an issue with the triggers. The problem I now have is that, although I can change the type of the trigger, I cannot change the Activation settings. I have tried the windowed mode, as someone has suggested, but it worked only once and now I cannot change it at all. I have also tried playing without mods and nothing seems to work. Do you know how can I fix it?
  12. does anyone have a list of all the mine trigger config types, and how they simulate? the ones I've been able to find so far are RangeTriggerBounding RangeTriggerShort WireTrigger RangeTrigger TankTriggerMagnetic RemoteTrigger IRTrigger I know there are also different simulation types, which just compounds this. but the full trigger list and a brief description would be a good start
  13. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  14. Very basic coding level. The idea is if the player destroys a communication tower then the reinforcements in a vehicle are deleted however if the player continues on with the mission and gets detected then the reinforcements activate. Good news is I got both of those conditions met but during a test I discovered that if the reinforcements are activated and then the player destroys the tower the units are deleted. So in short I want three basic outcomes. 1) Tower destroyed = reinforcements deleted. (Works currently) 2) Tower not destroyed and player detected = activated reinforcements. (Works currently) 3) Tower not destroyed and player activated reinforcements then player destroys tower = no effect. (Not working) Communication Tower = tower Reinforcements and Vehicle = v1 (a vehicle carrying multiple enemies) Target = hvt_1 Trigger -condition !alive tower; -activation {deleteVehicle _x} forEach crew v1; deleteVehicle v1; -deactivation [empty] I have tried putting in this code for both condition and activation but it did not work. if ((alive hvt_1) and (!alive tower) then ({deleteVehicle _x} forEach crew v1; deleteVehicle v1); Any helpful tips?
  15. I need a little help. This is for Multi Player Environment. 1. Lets say I have 10 triggers that spawn enemy AI when a player is within the individual bases zone. 2. I want to let the players know where these enemy spawns are, but I want to keep it random for replay value. 3. So, lets say that on any given mission I want three of the AI bases to show up on the players map as a marker. (same bases will show for all players) 4. But, I want the three markers to be random on each play through, and I want all 10 bases to always spawn - so if they stumble upon them, there is still surprise factor - on the players. I'm thinking I just need to name the triggers individually and place them into an array.. but I need help with that. I would assume it needs to be done on server, because if it was local all the players would see different markers.? As I type this, I'm thinking it might be easier to just spawn random triggers that have markers already attached? I'm not really sure how to proceed, but the above gives a good outline. Thanks for any help, Fire
  16. Basically I have 5 generators spread around the map. So far I have everything working, the only thing i don't have working is the wall collapsing. What I want is a trigger that detects that all 5 generators were activated and then there is a wall that falls down.
  17. Hi, I'm trying to get a trigger condition that allows my player character to remain undercover per-se, in the sense that unless he uses a weapon or otherwise acts aggressive, bad guys won't shoot at him. I'm making a 007 campaign and it takes place on Altis/Stratis/other maps. Good secret agents should be able to operate right under the enemy's nose without detecting. Is there a trigger condition that can enable the OPFOR to attack my character if I violate it? (the condition). Such as sending a truckload of thugs? This kind of ties into part two: A good villain will eventually identify his target and to be initially discreet, send a plainclothes hitman after him. I need a script/trigger that will assign a civilian a holstered pistol, then send him to to the player and only pulling the weapon out to engage when danger close. (AKA two-three meters.) Somebody please help me, I don't want to lose my spark of creative energy. It's derailed all of my previous campaigns. (is this in the wrong section?)
  18. Hi Hopefully someone can help having run all over the internet for a answer. I have created a mission and have issue on the end mission trigger calling a function from dedicated server or if I host it myself. Its a basic trigger with condition for BLUFOR to be present and on activation run end1" call BIS_fnc_endMission; This works fine on my PC where the mission was created but clients connected dont see it and from what I have read the function is called by the local client. and is not broadcasted to the others if condition is met. I read that it should be a publicvariable or RemoteExecCall but unsure how to get this to work. should it be in the init or description files. I used eden to create mission but uncertain where to put the commands. I also setup some triggers that call SQF files that spawn some enemy units, would this be the same same if on a dedicated server. We have played the mission a few times and have held back from making triggers fire but it seems to work from clients triggering it. Hopefully someone can help me :-) Cheers
  19. Hi folks i want to try something ive never tried before but im not sure its even possible. Basically i want to set up some audio radio messages that are triggered but a few of them i want the enemy to report what direction the player is moving. Creating the audio messages aint a problem but now i want to push it a bit further with the direction of travel. My aim is to give the player the impression of being watched as he's patrolling. Is this possible & if so could someone please show me how i can do it please. Many thanks in advance
  20. Hi Forum People! Recently I have been trying to destroy a flying plane (driven by AI) using a trigger. The aim is to have the AI driven plane enter a trigger and become disabled or destroyed however not removed from the map. I have tried multiple commands, none of which are working. Here is what my code in the trigger looks like right now; On Act: this setDamage 1; However when I try to use this in a trigger (Set to activation BLUFOR and triggered by Detection of Blufor), the plane continues to fly through ignoring the trigger. I have also attempted to empty the fuel of the jet but that too fails to work. Does anyone know how to disable or destroy a jet mid-air? Thanks guys! - D.G