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Recently i started working on a four part campaign , at the start i didn't have any idea what it was going to be about , but i kind of thought of something while creating it. My question is to the community : what do you guys like to do in a mission ? favorite type of missions. difficulty. number of missions in each part. When you play a scenario , what do you want to see/not see. Edit : What type of vehicles , and how much. Any information is appreciated.
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loop break when countside is used.
silentsands posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I have a problem with my loop of a trigger. as shown in this image. I use a game logic as a loop restarter for this trigger named "widerstand_counter_area_re_altivierer" which is set to "true". When I run now into that area or already respawned in it. it fires just one time and is than only again triggered when i leave and reenter the area of this trigger. Well if I delite the "AND (resistance countSide thislist) > (west countSide thislist) or (resistance countSide thislist) > (east countSide thislist)" my trigger is looped every second while I am in it also re entering activates the loop well. But now it does not controll anymore which side have now the controll of that area of the trigger. What I would like to have is 1. only living player in the area can hold/activate area/trigger. 2. let the trigger area only be controlled by the restistance when there are more (for example) restinance in it than from any other side (west; east). 3. let the counter and hint loop as long as the trigger is activated. ( widerstand_counter = widerstand_counter + 1 ; hint format ["Widerstand Punkte %1 von 100", widerstand_counter]; ) 4. When there are form the given side enough players in the area the area_marker should change its own color to for example green/guer and change to the other color of the other side when there are more of em or change to gray if there are non in the area. I hope you have all necessary informations to maybe help me out, and sorry for my probbaly bad english. Greetings Silentsands.