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Showing results for tags 'timer'.
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Hey guys, been looking around in the days for something like a script that affects all AI units on the map, both that gets spawned in at all times, and AI units that has been there since mission start, both SP and MP. Something like a timer that when, say all AI when they have been Alert or in Caution for 2 minutes, they will eventually go down to SAFE again, and have LIMITED movement of walking - if they have not been engaged with any hostiles. Each time they become cautious and alerted, it will be a certain period of time before all of them will switch back to SAFE and LIMITED movement when they have had no engagements. As if the threat is over and the AI can relax again. Civilians will calm down and return to their SAFE and LIMITED behaviors. Soldiers will be at ease and return to their SAFE and LIMITED behaviors. Like on repeat if they end up getting alerted several times. Any tips or pointers are greatly appreciated,
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You know that round timer that appears when you revive an ally, repair a vehicle or defuse a bomb? How do I add it to any item I want, and trigger a trigger when the timer circle completes? And if possible, how can I change the time to my liking, like 30 seconds or 60 seconds?
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- timer
- eden editor
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How do you make a timer that only displays to the incapacitated players showing them how much time they have left until they bleed out? I tried using hints but ran in to too many problems
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Hi everyone. I am looking for a way to show a big countdown clock that starts from 18:00 to 00:00 Is there a way to do this? I can create scripts that would pop up messages say how long is left. But I want the timer to show up on the upper left side of th screen and actaully countdown the time. I will be grateful if anyone could help me.
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Hey there, running into some trouble here. So I'm doing this SP mission, and I want the player to do a set of tasks (3 actually) within a certain ammount of time (lets say 5 min. (300 sec.). Just a little briefing about what I'm trying to do: - Dude get's out of the Heli, visits this unit and prety much this units tells him that he has 5 min. to gear up and then get into another heli before this one takes off. So my point here is, if the player isn't inside of that Heli within 5 min. mission ends (failed) and has to restart, however if he is there in time, I want the mission to keep going, so it would just mean that the task was completed and the timer would stop. There must be a very simple way of doing this, currently using task modules and triggers that are sync to the player (trigger owner). Any help would be appreciated!
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I'm not sure if this is where this goes but Iv been searching for the past two days and I cannot seem to find an answer. Is there a way to make weapons respawn on the position they were placed after they have been picked up? Either with a timer or event or something, anything at all? Thanks in advance.
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help Problems to sync timer to mission ending
Flash-Ranger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I have a MP PvP system where I display a Timer at the top left of the screen. Problem : When the mission ends, and outro is launched, Timer is not at 00:00:00 for everyone. some are 15s early, some are late etc ... all players are not synced ! Here is how it works : What it looks like ingame (Video example) : When the players exits the Weapon Menu : Null = [] execVM "timer.sqf"; Timer script be like : description.ext in my Mission, outro.sqf is activated by a trigger : Many thanks for all the help I can get ! Best regards.- 9 replies
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- arma 3
- capture the flag
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Hey, I have a question. Being completely inept at scripting, I've not even the faintest how to do this, but what I am basically looking for is a working shot timer. Ie a script/device that upon start, within 5 seconds gives a random start time, and then logs each time it registers the players gun firing. This is how shot timers work in real life, and its quite different from how the timer on bi's time trials works. If anybody has any Idea how to do this so a potato like me can do it, I'd be really happy. thanks in advance for your help, Cheers, Insta
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multiplayer Last Man Standing Notification / Multiplayer Scripting
driftingnitro posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue -
Timer that counts down that players can see?
WurschtBanane posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to have a countdown that counts down from 630 seconds in a normal way (not 630, 629 more like Remaining Time: 10 Minutes 30 Seconds, can be anything else that does not look awful) on the screen for EVERY PLAYER that shows up when a trigger is activated. Any script and a explanation how to use it? -
End mission globally on a server
WurschtBanane posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a trigger that will activate 600s after a player has entered the area which is like 15000x15000x-1. I synched that to an end mission module. The problem: When the mission ends and people come back to the mission selection screen, the new mission only starts after 10 seconds or so. If any player clicks on OK, the old mission will keep going on...forever (as the mission end trigger with the timer cant be activated again). What can i do? How do i end the mission globally? I do not want to use any scripts if that is possible... -
Hi everybody ! i'm working on a new script like battlefield bad company 2 rush game mode, to arm, disarm a bomb. after two days of searching, testing, asking help etc...., i got now a system that works almost as it needs. when this script is finished, i will release it to the community as there is now no existing public script at the moment, for this game mode. and a lot of players ask me this game mode. i have now the script working like this: player can arm a bomb, with player animation, arming sound and messages display correctly (takes 5 seconds to arm) then it fires a 60 seconds countdown timer. that's all i got for now. how to ad sound with the countdown timer ? and how to set off a bomb when countdown is finished ? here is my code, called via trigger condition. ( i tried using trigger effects to play sound but, it will play only once, that's not what i want. i tried also to put the sound call here in the code, but it never plays. if (!isServer) exitWith {}; _countdown = param [0,60]; countdownFinished = false; for "_i" from 1 to _countDown do { _timeleft = [_countdown - _i] call BIS_fnc_secondsToString; [[[_timeLeft],{hintSilent format ["Time left: %1",_this select 0]}],"BIS_fnc_spawn",true] spawn BIS_fnc_MP; sleep 1; }; countdownFinished = true; and this is the sound file: playSound3D [([str missionConfigFile, 0, -15] call BIS_fnc_trimString) + "music\armed.ogg",_this select 1] also how to stop sound file if other team disarm it with addaction ? thanks already for helping me !!!