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Showing results for tags 'despawn'.
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So I use simple Spawn AI module in Arma 3 editor and the module is doing a good job what I want it to do. However. the AIs abandons the vehicles the moment it is being flipped or something ells, like broken tires. so my question for the community, how would you resolve this issue. I am new to editor and bad with scripts, so please, ad instructions how to ad a script or a solutions. (I did google this question, but they were very old threads, many were abandon or unclear instructions.)
How to despawn AI after completing a waypoint?
The-Fiz posted a topic in ARMA 3 - QUESTIONS & ANSWERSSo I'm new to the Arma III editor and I'm wondering what script would I use to despawn AI after it completes a waypoint? The context is that I want a helicopter to perform a set of tasks, but then have its final waypoint move far out of view, despawning completely after reaching that far-out move waypoint. If anyone is able to answer this it would help tremendously!
spawn-despawn AI on long times
dlegion posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGhello guys, i made a script to spawn/de-spawn AI in a bubble around players, but on long run times (my aim is to make it run at least 24h) server crash with this error : 0xC0000005 - STATUS_ACCESS_VIOLATION after investigating, appears that is a generic error, there is no solution, and probably linked to memory leaks. i tried 100% vanilla server and 100% vanilla client, and server crash in few hours. considering that the server does not crash (24h+) if noone enters....and that the only script difference is that "AI bubble" around players does not spawn any units if there are no players, i take a wild guess and suppose its the "AI bubble" script causing this. here is the script: in init.sqf: call compile preprocessFileLineNumbers "DDscripts\Dbubble.sqf"; null =  execVM "DDscripts\DambientSPAWN.sqf"; and here is the DambientSPAWN.sqf: this actually works perfectly for few hours (from 1h to 4h usually), then the crash... So i'm doing something "wrong"...and i mean unefficient or causing leaks ? the goal (if possible) it to leave no trace in the memory or in the game itself of the units created and then deleted, or at least minimize the impact on the system to make it run as long as possible. really thansk for any help!
Delete dismounted vehicle crews
WurschtBanane posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGNow after the Tanks DLC, am making a pure OPFOR tank mission, meaning no hostile infantry. I made an infinite spawn of enemy tanks. The problem: The infantry that ejects from a disabled tank, often runs away and survives. And it stacks up. And stacks up. And stacks up. And crashes/lags the server. My solution is to make all BLUFOR infantry get detected via an eventhandler, then get the "CARELESS" stat assigned so they dont run around, and then give them a waypoint into a hidden place where players cannot see them, for example the edge of the map. There will be a trigger, which loops and deletes every blufor unit that enters it. My question: How do i create an eventhandler (has to work with JIPing players), that gives all Blufor infantry which isnt in a vehicle a waypoint and the CARELESS behaviour. Also, how do i create a black hole trigger, that eats blufor and only blufor? Just putting in "BLUFOR present" and making it repeatable might not work, as it might get stuck due to blufor still being present and not reactivating the trigger.
Make Vehicles despawn after they explode
WurschtBanane posted a topic in ARMA 3 - EDEN EDITORHow do i make wrecks dissapear after say 1 minute, like in King of the Hill?