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Showing results for tags '!alive'.
Found 6 results
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Newly created units under trigger monitoring
Nemanjic posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi everyone I hope you are all well this days.. I continue to work on one mission I have started before corona and now I try to make it live finally. Old problem is still problem and I will try to explain as clear as I can (that is not real problem, just mine short knowledge) so: I manage to create vehicle and put crew inside, set patrol areas with random waypoints, also infantry groups etc... Thing I can not figure out is how to create trigger to react on those units and vehicles due to fact they have not Variable names because they are not placed from eden but through very beautiful scripts for me from SayUnkl https://www.youtube.com/watch?v=Z7l1vvd91ak and this superguy https://securitronlinux.com/bejiitaswrath/how-to-spawn-a-randomly-placed-building-in-arma-3/. Now I am trying to create a triggers and ask them to monitor this scripted units and vehicles in the ways that triggers react on units death, wounding and similar states.. CLEAR EXAMPLE: _mrk = "m2"; _area = markerSize _mrk; _nul = _area pushBack markerDir _mrk; _nul = _area pushBack ( markerShape _mrk isEqualTo "Circle" ); _pos = [ _mrk, _area ] call BIS_fnc_randomPosTrigger; _randPos = [_pos , 0, 800, 12, 0, 10, 0] call BIS_fnc_findSafePos; _veh = createVehicle ["I_G_Van_02_vehicle_F", _randPos, [], 0, "NONE"]; createVehicleCrew _veh; so I create this van vehicle inside marker called m2, now I need to know when vehicle is destroyed. Placing triggers in eden and making them simulation enabled and not isn't working because area of vehicle probability placing is random and big and collision with other trigger areas impacting them. Second solution was to set triggers condition to "thisList" but it is impossible because I dont have Variable Names which will eventually meet the conditions of triggers again same reason - units and vehicles are placed through scripts. So my question is how to script trigger and connect it to scripted vehicles/units? CODES I TRIED: _mrk = "m1"; _area = markerSize _mrk; _nul = _area pushBack markerDir _mrk; _nul = _area pushBack ( markerShape _mrk isEqualTo "Circle" ); _pos = [ _mrk, _area ] call BIS_fnc_randomPosTrigger; _randPos = [_pos , 0, 3000, 12, 0, 10, 0] call BIS_fnc_findSafePos; _veh = createVehicle ["B_APC_Tracked_01_AA_F", _randPos, [], 0, "NONE"]; createVehicleCrew _veh; sleep 3; _trg = createTrigger ["EmptyDetector", getPos player]; _trg setTriggerStatements ["!alive _veh", "hint 'veh oboren'", "hint 'trigger off'"]; //and or _trg setTriggerActivation ["_veh", "not present", true]; Last 3 lines of code is my creation only and trying to hit the target, not a code from some authors like other parts are. Thanks everyone who can tell me something about this and maybe give final solution //sorry on my English it is far from best, I know..- 3 replies
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- create trigger
- create unit
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(and 3 more)
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Dear community. I've looked in videos and post up and down, now I have to ask advice as I cannot get this to work. I have an airfield with 6 helicopters with pilots named (variable name) pilot1 to pilot1_5 (by copying the first they are assigned the _1 etc). I initially started with a placing the chopper and naming the pilot. Placed a move waypoint, then the flightpath with move wp. finally a transport unload wp. on an invisible helipad. each pilot had their init named pilot1_1 disableAI "MOVE" ; (corresponding pilot name) trigger was named as such, with activation as "any player" in the area of the trigger. Hint "Active" ; pilot1 enableAI "MOVE" ; Hint "Active" ; pilot1_1 enableAI "MOVE" ; Hint "Active" ; pilot1_2 enableAI "MOVE" ; Hint "Active" ; pilot1_3 enableAI "MOVE" ; Hint "Active" ; pilot1_4 enableAI "MOVE" ; Hint "Active" ; pilot1_5 enableAI "MOVE" ; However they don't even fire engines, no nada zip zero. I then tried with the alive effect. Removed all names and init. placed a survivor and named him s1 (variable name) placed a trigger with !alive se and set waypont activation to 1st wp under heli with a string of other wp's until unload. Regardless of procedure above, triggers don't fire or pilots do not get the command somehow. Anyone can see the missing dot or what I'm doing wrong? Rags
- 6 replies
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- trigger
- activation
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hi, i'm trying to create a trigger that addAction something when all ennemies units are dead into the trigger area but when i'm trying !alive opfor or !alive side opfor, it doesn't work. Any help please ?
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addaction with condition "!alive lootbox1"
Vandeanson posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gents, I am trying to have this addaction only available to my player when the object "lootbox1" is not alive. in init.sqf: player addAction ["Spawn Lootbox","lootboxspawn.sqf",[],0,false,false,"","!alive lootbox1"]; This addaction will spawn a lootbox with Variable Name "lootbox1". I want this addaction to disappear if "lootbox1" is created and "alive". but when i destroy it, the addaction should become available again. The addaction works as long as i do not use the condition "!alive lootbox1". Hence I am assuming the code for this condition is wrong. appreciate any help;) cheers -
How to detect if player(s) are alive, dead or player slot empty.
Lorflord Denninard posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, i'm making a mission in which i used the Unit Capture and Unit Play functions so a pair of helicopters could land on a clearing in a dense forest, but i want it so that when they get off the chopper they head to an officer and the briefing starts, but i'm trying to setup a trigger that detects alive players but if i set it up to detect all 10 slots, then if mission is not full it wont start, so i want to know if you guys could help me, i remember it was something like: if !alive UnitName or _____ Any ideas? Thanks a lot! :)- 19 replies
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- trigger
- multiplayer
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Objective can be completed after its failed?
Yolo Joe posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone. I'm having some issues with an objective I'm making. I am using the objective modules. I have set it up so you are going to kill a man. If you kill anybody else than this man, the objective fails. If the objective have failed, you can still kill the VIP and change the state of the objective from "Failed" to "Succeeded". This should not be possible! How can I fix it?