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Found 7 results

  1. Hello guys Obviously a simple thing but I can't make it work for hours now. What I need to put in trigger condition to work if activation is: onAct {_x playMoveNow "AmovPercMstpSnopWnopDnop_exercisePushup"} forEach thisList; ? How to refer all units in the trigger area to do exercises? The trigger is activated with a radio command. I know how to refer to specific units in the trigger area but how to do it for all units no matter if dead, alive or with a cold, no matter of side or anything else. Just condition to be inside the area? Thanks in advance
  2. Hey guys, I have a hard time understanding what thisList or list triggerOne is giving me back as object. The idea is, that when a trigger is activated, it sets the fuel of the car the player is in to 0 (or damages one of its wheels). _list = list tr_fuel1; _vehicle = objectParent (_list select 0); But seems like that what is standing in (_list select 0) is not a player object. So, the noob I am, I check what I get there instead: hint format ["Player: %1", _list select 0]; "Bravo 1-1 Alpha 1: (jan)(s1)" Gives me a lot of stuff in there. The Radio Name, the Players name and the player variable. Is there an elegant way to get the player variable out of this so I can work with it further on? Or is there any kind of way where I can change the returnvalue of (_list select 0) into a player object? Cheers, Jan
  3. Successfully used this code for years when I want specific units to activate the trigger and similar stuff but: How to do this for a specific unit only and not for the whole side so messanger1 (civilian) activates the trigger when detecting any opfor presented anywhere on the map? Tried: Have read everything but there are only examples for "side present" activation type. I need "detected by specific unit" Have also tried to set trigger owner to messanger but nothing happens. Detailed: There is a village full of civilians and only if one of them (messanger1) see any opfor - then fire trigger
  4. Problems on join I need a trigger to snatch to people from a group and make them join another group. I have options to do a radio-trigger to make say 2 people out of 6 to join a group. But only 2. The group the join is called TRUCKDRIVERGROUP, the leader is called Driver1truck. I dont know which one will be chosen for the "drive Job", therefor i dont know the NAMES of the units-. i tried following -> trigger Area 50x50 blufor present condition (for now) is This ACT failed option 1 [(vehicleVarName (thisList select 0))] joinsilent Sl1; failed option 2 NameVAR1 = vehicleVarName (thisList select 0 NameVAR1 joinsilent Sl1; And tried a lot of others to.. So please help me figure this out.
  5. Hello, For my ambush mission start in a city with various group and units hidden arround, I would like start with all units in given area say "zone1" I want to get a gerenric trigger that I can use to change value of a large number of units (behaviour, combat mode, disable ai, unitpos...) I drop a trigger on the zone activated by East in activation in write: zone1=thislist; {_x setCaptive true} forEach thislist; this is working find. But when I want to cancel setCaptive , I put in an other trigger and write: {_x setCaptive false} forEach zone1 but it dosent work, I also tried {_x setCaptive false} forEach units zone1 I guess the zone1=thislist is maybe a wrong syntax Can anyone tell me the good syntax to call all unit of a given zone ? thank you in advance SKNAM
  6. This is the trigger on Act: {deleteVehicle _x} forEach thisList; I want to disable deletion for three Hemtt trucks (rearm, refuel, repair) placed in that area. I called them Refuel_Truck, Repair_Truck and Rearm_Truck. How? And if u gave me an example i would be pleasured.
  7. Trigger List Changed - v2.1 This script is about handling units which enter or leave a trigger's list or trigger area respectively. This is different from handling "thisList" or "all units inside/outside the trigger". It's easy to handle units in the trigger's "thisList", but handling only those which just entered or just left is a different story. Such distinction might be important for instance if a certain value/operation should be added/reduced/applied/executed only on such units or when a unit enters in the very same 0.5 seconds as another unit leaves, which would let the number of units in thisList remain unchanged while one unit is actually different. This function should be executed server side only! Feel free to use, adapt, expand (and maybe give credit if you consider it useful, I'd be grateful :)). Download v2.1 from Armaholic Changelogs: Have a nice Play!
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