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Found 13 results

  1. Hi guys, I want a trigger to be activated when the following happens: Gate1 animate ["Door_1_rot", 1] (The Gate opens) I want to use this on a waypoint so that the AI automatically drives inside a checkpoint as soon as the gate opens. I am new to editing and scripting and i have no idea. Please help me guys 🙂
  2. To make it simple i want it like this Mission 7, tonk can survive or be destroyed Mission 8 only triggers if tonk survives (i know how to do this) Mission 8, tonk is either stolen or destroyed Mission 9 is triggered if tonk is destroyed (skips over mission eight) Mission 9, >>>tonk appears in mission, depending on if it was stolen in mission 8, or destroyed<<< that is my question please help thanks
  3. Hey guys, I would like to add for my players the ability to use an action which would only appear to them if they met a specific criteria. The criteria is to have a specific backpack and inside it, a specific item. I got the script responsible for the condition working, but only once I put it in the init.sqf. If I did it that way, the action would appear and remain available even after the condition was no longer fulfilled (the object being dropped for example). Naturally, I'd like to remove the action if the condition was no longer met. I basically do not know how to check for the condition so that it always pops up for the player once he meets that criteria. This is the script that I don't know how to call: if ((unitBackpack Player isKindof "tfw_ilbe_a_gr") && ("tfw_rf3080Item" in (items player + assignedItems player))) then {Player addAction ["Test Action", "test_action.sqf"];} Thanks!
  4. Hello im trying to do something, but i can do it one time im not able to do it repeatedly. Just an exemple of what i want to do : I want to deliver 2 item in one place for create one, for exemple an Offroad + a static HMG and that create an Offroad Hmg. So i use 3 trigger to do this : 1st trigger : trigger name : offroad condition : {typeof _x isEqualTo "C_Offroad_01_F"} count thisList > 0 activation : _vehicles = nearestObjects [offroad, ["C_Offroad_01_F"], 100]; {deleteVehicle _x} forEach thisList; 2nd trigger : trigger name : hmg condition : {typeof _x isEqualTo "B_HMG_01_high_F"} count thisList > 0 activation : _vehicles = nearestObjects [hmg, ["B_HMG_01_high_F"], 100]; {deleteVehicle _x} forEach thisList; 3rd trigger : no name condition : TriggerActivated offroad AND TriggerActivated hmg; activation : _veh = "B_G_Offroad_01_armed_F" createVehicle getMarkerPos "veh"; When i deliver the vehicle and the static weapon i got an offroad hmg that spawn, but not work on repeat trigger. My question it is possible to do that with one trigger, a working line for multiple condition.
  5. Hello, I have a problem and i can't understand. I have a tigger whit: Type: "none" Activation: "bluefor" Acxtivation Type: "Present" condition: this && {!alive obj1}; On activation: _m = createMarker ['destoy1',obj1]; _m setMarkerType 'mil_destroy'; _m setMarkerColor 'ColorBlue'; _m setMarkerText "Cache 1"; hint "Bluefor has destroyed the cache 1"; All work good and when the tigger is actived. But when i play on serveur and i deco reco this trigger reactivates the hint and sound. As if he was repeating himself? Thank you for the help!
  6. Hello Arma scripting gurus ! To give a bit of background, I'd like to make a mission where the waypoints order would be something like : A1->A2->A3->| if(condition1) ->B1->B2->B3 | if(condition2) ->C1->C2->C3 | if(condition3) ->D1->D2->D3 I am aware that I can achieve this if I assign the A waypoints to the group, then on A3 completion check the conditions, then create and assign B,C or D using scripting commands. However, I am not familiar with this method and I believe it would be inconvenient to give a position array for each waypoint I want to create. Therefore, is there a way to do that "branching waypoints" using the 3D Editor ? Or at least how can I do it by scripting in the most user-friendly way ? Thanks for you help !
  7. 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 ?
  8. 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
  9. Heya, I have searched high and low for a solution to a problem I am having with a specific condition for a trigger. What I want to do is have a trigger fire when a specific object (not named identity) but rather, classname is present in it's area. The goal here is have ALL CH-67 Hurons, ie. "B_Heli_Transports_03_F", units fire the trigger, not just one with a specific name. I found a post in the ArmA 2 Threads that advised that the following worked in ArmA 2; {vehicle _x iskindof "BAF_Jackal2_GMG_W"} count thislist > 0; I tried using; {vehicle _x iskindof "B_Heli_Transports_03_F"} count thislist > 0; in ArmA 3 and it does not work, the trigger does not fire. So for clarity, I am looking for a condition that will fire a trigger when a specific classname enters it's radius / area. Any thoughts? Theopolus
  10. Hey guys, a bit of a puzzle here. I'm trying to create a trigger that opens a one way gate. Tigger has following conditions: Player present inside trigger. No OpFor within trigger. Gate is alive. Gatekeeper is alive. Players vehicle is facing correct direction. I managed to get everything except the direction so far with this: Activated by player present - this and (alive gatekeeper) and (alive gate02) and (east countside thislist) == 0 However i'm having hard time implementing getdir in to the condition. I managed to get getdir working like this: if (direction (vehicle player) >200) then {hint "Going out"} if (direction (vehicle player) <200) then {hint "Going in"} But how would i make this into a trigger condition? Somehow with _x thislist i would assume..? It's for multiplayer so i can't use command "player" in the trigger. How do you refer to the unit that is inside the tigger instead of "player"?
  11. Hi! I'm starting using the Eden editor to learn how to create a simple mission for multiplayer. Just to start learning about creating mission. I'm stuck with a trigger/condition situation. I have two teams, ALFA (5 units) and BRAVO (6 units) with their own objectives. What I want is that when ALFA completes its objective (kill a bad guy) a hint says "Good Job! Move to extraction point". Show it only to the units of ALFA team, not for BRAVO. I put in the init of the ALFA leader: ALFA = group this. In the trigger condition tried with ALFA in thisList, but nothing happened. Some charitable soul who can give me a hand.
  12. Hi. I want to have a heli fly somewhere when a unit enters it. But pilots are already inside so i cannot use Blufor is there as condition. I know that i can use unitname in vehiclename. But i have 6 units and when one of them enters i want the trigger to activate. Something like condition: unit1 in heli1 OR unit2 in heli1 OR unit3 in heli1 ... you get the idea.
  13. Hi all ! I have a small problem, I would like to add a trigger and set two conditions for it's activation. _won is the name of the car. The first is "this", player is present in the area (cicle 3,3 around _won). The second is "!(player in _won)", player is not in the vehicle. I can't find a way to make it work... // _won is the name of the car _trg = createTrigger ["EmptyDetector", getPos _won, false]; _trg setTriggerArea[3,3,0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; _trg setTriggerStatements[ "this && !(player in _won)", "hint 'yes yes yes'", "hint 'no civilian near wonno'" ];
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