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Found 10 results

  1. Hello, guys. I want to create a coop mission. For now, all tasks are going to be for destruction. A friend gave me such a script: BIS_fnc_setTask and BIS_fnc_taskSetState: ["soTaskDemo",true,["Destroy the SAM","Demolition","destroy"],[],"Assigned",0,true,true,"destroy",false] call BIS_fnc_setTask; while{(alive soDemoTarget)}do{sleep 3}; ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script creates an MP task named "soTaskDemo". It is completed when an object called soDemoTarget is not alive. ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script sets the state to complete. But I don't understand where to put each part of the script, I tried with a trigger and I got an error and just 1 notification for Task completed, although I also created an object named like in the script. Please, tell me where to put what. And what else should I do/create, step by step, to succeed. I know that in MP or Coop I don't need to create the Create Task module and it should work only with scripts. Do I put this script in any .sqf file or what? No idea, so I'd appreciate any help. Thank you. Cheers!
  2. Hello, I went through about 8 pages of search results (using search words marker and trigger) and couldn't find a matching discussion to my problem.. and then when I was switching to page number 9 the forums decided I should wait for X seconds to do another search. Sooo I decided just to create a discussion about my problem rather than wait for the forum to let me continue searching. Let's see if I could put this as simple as possible: - I have multiple triggers - I want to use only one script (.sqf) to create a marker at the exact position of any trigger that gets activated by whatever activation rules I see fit to use - so then I could just spam []exec "xxxx.sqf"; in the OnActivation field of every trigger So far I have a file caparea.sqf _trigger = _this select 0; _marker = createMarker ["capturearea", position _trigger]; "capturearea" setMarkerShape "ELLIPSE"; "capturearea" setMarkerSize [300,300]; "capturearea" setMarkerBrush "SolidBorder"; "capturearea" setMarkerAlpha 1; "capturearea" setMarkerColor "ColorOPFOR"; and then I call it with []exec "caparea.sqf" from the OnActivation field. When testing this combo the game is showing me Error undefined variable in expression: _trigger I doubt that is even close to being correct but I've been trying things together found here and there from the depths of the internet. Any suggestions on how to actually achieve what I'm aiming for here?
  3. Hayden Almeida

    Argo Map Editor

    Hello everyone. There is some place that teaches how to edit new map with Eden editor for ARGO? I am with idea to create new RAID map, but i am lost somehow. I puted some triggers and Modules in the map, but i think that isnt work properly. Someone to help create a basic raid map? Thanks and sorry for my bad english.
  4. hello there I have been playing arma for quite a long time in multiplayer, but now I would like to be able to create my own missions and put in my own stuff. For example I would like to know how to create a map warfare with predefined starting location for the bases. I would also like to put myself the money of the beginning And some cities already under control of a camp And I would see myself for the rest, if anyone knows how to do or, has a link to a good tutorial that explains how to do it,it will be really cool Cya
  5. Okay. Hey peoples, one of my first threads here pleading for Help!!! I have been working on a CQB, VR Map for quite a long time now using VR blocks only. Now, I have different rooms from the start to finish that increase in difficulty and each stage is marked by colored arrows that point the direction of the finish area. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So what I have done is I have used large amounts of 1x1x1 VR Blocks, to build walls, towers, roofs, balconies, cover etc. My idea was to have previously cleared stages blocked off by different shaped walls of VR blocks, once the player hit the next stage's trigger that is. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My go-to solution for this was to make a wall of blocks that separates stages 1 and 2 or Blue and Light Blue, Then set all the VR blocks conditions to false so that they would not be there on mission start and then create a trigger out of sight around a corner or something so as the player enters the trigger some magic VR wall appears in the previous stage so that the player can't go back to mission start and basically Re-Kit themselves with anything they want, before going back to finish off stages. I Just don't no how to tell the trigger to make the conditions of the sync'd VR blocks back to true once the trigger owner steps into the trigger. I really appreciate any help i get, Steam Name: Warlord I've been searching forums to no avail. I have thousands of hours of editor experience and not much to show for it so any other tips or anything will be incredibly helpful thank you so much everyone!! I have images of the Map but i can't post them here :(
  6. Hello guys. I´m sufering because i´m the only one of my friends that can´t create servers to play with them. It keeps appearing this error: And they see this: http://imgur.com/a/fxP0Y I already unistall and re install the game, verified cahce ... Can anybody help me please?
  7. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  8. Hello, Please, in Eden, add a check box on each objects compatible with createSimpleObject command. That way, editors could place decorative objects with the benefit of Eden 3D. Thanks
  9. just like the title says i need to link a created group to a high command subordinate module so i can gain control of them after creation. how i have this setup the player group clears a town, trigger goes off that creates a new group of soldiers using the BIC call function. but thats all i got, it needs to be that after they are created the group is then linked to the HCS subordinate module that way i gain control of that group. ive tried using the synchronizeObjectsAdd function, however to my dismay the group doesnt have a name... and if they do i cannot find it to place that in the correct order to allow this to happen. also i cannot give the unit a name do to the way they are created apparently. Here's what i have in the trigger activation :[position player, WEST, configfile >> "CfgGroups" >> "West" >> "OPTRE_UNSC" >> "Infantry_Marine" >> "OPTRE_Groups_UNSC_Squad_Marine"] call BIS_fnc_spawngroup; Alpha_2_2 synchronizeObjectsAdd [HCS]; right now i figure as im looking at the high command menu that this group is alpha 2_2, (there are numerous reasons for thinking this) but it all boils down to that i cannot link the group leader to the actual HCS module because i cannot go in and edit his "name" to do so. and i have no idea how to issue him one.
  10. Hi all, Im trying to create a custom module for an addon I am creating. Only problem is I cant seem to remove an argument that is being displayed in the 2d editor from the module. The drop down list: Apply To: (units synchronized, groups of objects synchronised, etc...) Ive searched quite a bit and cant find where that is being created from in the config below, http://pastebin.com/H5sPvWBX Anyone know where I can find and disable this argument? Thanks in advance. EDIT: That is not the entire config, thats just the only part where modules are used or mentioned.
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