Jump to content

Search the Community

Showing results for tags 'despawn'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Server tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 4 results

  1. So 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!
  2. hello 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!
  3. Now 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.
  4. How do i make wrecks dissapear after say 1 minute, like in King of the Hill?
×