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Found 131 results

  1. Hello, someone knows how a trigger can be activated just when a sound ends? For example when a trigger starts a sound, i want when it ends, another trigger should be activated. I would be so grateful, thanks
  2. Welcome to the Adaptive music mod known as Mood Jukebox. This mod will allow music to play on the start of a mission and will adapt to the scenario you are in. This Adaptive music mod is based on a stress level system which is managed by how many gunshots/bullets are going in the vicinity. From my testing, it seems to decrease the stress either by eliminating all enemies in the surrounding block or getting a long distance away from the enemy. I find it nice for the combat music to still be playing when trying to finish clearing buildings to build tension if the last guy is still around. No map modules or scripts needed to start which makes this script a ton of fun to use when doing some of the workshop based scenario that needs some "UMF" to it to kick start the action. This mod is multiplayer compatible as long as CBA 3 is permitted and allowed (life servers may be difficult to use on, if they require CBA 3 then it may be an exception). (Demonstration Video here) I have posted these mods on Steam for now. I don't know about ArmaHolic right now but I can leave a Google Drive link for the time being. Google Drive Link (Contains both): https://drive.google.com/file/d/14-ADjm04lzwZFVi3_NVH_ndOP-iVyPY9/view?usp=sharing Steam With Debug Window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Steam No Debug window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777898611 The current selection of songs is completely safe to use on streams and "should" not be recognized when played. (proof of songs not detected in a video I did a while back: https://youtu.be/JIXmkoB9A8g). !!NOTE!!: I have no problem with people changing the music in the mod to update/change your assortment of songs so have at it :). I will provide a tutorial video on how to change the songs on the picture section and it will require "WORK". Also, a Readme file placed in the mod will have the same set of instructions and a template of the format. Current Bugs: - A black window showing an error on line 15 of the script called main.sqf (everything is working correctly, just wait 20 seconds and it will disappear) - This mod is compatible to use on servers without any prereqs but it will not restart the script after respawn or being revived. - I have noticed at times, probably if the audio sources max out, the music may not play ... I cannot conclude if that is the problem since the Config and file audio files are there in the correct place. !!!!!!!! CALLING ALL MODDERS!!!!!!!! I am asking for help from any modder's and helpers to help with this mod! I am still trying to figure out this issue with the mod not being able to restart the music after a respawn or after going down. Any assistance is appreciated. As well as helping with creating a server key. My knowledge of Arma 3 modding is limited but I do hope that there are people that are willing to help make this mod succeed. PLEASE LEAVE ANY INTEREST IN HELPING IN THE CALLING ALL MODDERS FORUM PAGE ON THIS WORKSHOP PAGE OR ON THIS FORUM POST. thanks. This is the Real author (Scifer) description of the script/mod addon. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This script automatically sums an unlimited number of music packs, dynamically selects the most appropriate mood according to player's stress level, engagement and weather and randomly plays its track. This is a very powerful script/addon which can dynamically turn the silent Arma3 into a completely musical game. Features: Playlist building: Every music packs entered in arguments list are automatically summed and its tracks are assigned to its respective mood playlists. Shoot detection: The player is influenced by two event handlers. When the player is "hit" his stress is set to 100%, and when he's "firedNear" his stress increases by 10. Units Detection: When you spot enemies, their threat is proportional to how much you know about them. Then the stress level increases towards "tension" mood according to the sum of their threat level. Defining mood by stress level: There are four moods: - "truce" for stress levels under 50% in clear day - "darkness" for stress levels under 50% in heavy weather or night - "tension" for stress level above 50% - "sadness" for death scene. Selecting random track: Random track are dynamically selected according to mood players mood. Playing music: Music will be played whenever the mood changes or the track ends. Display: You can customize which MoodJukebox data and music data are displayed. Dynamic fading: Music volume dynamically drops as stress level approaches a change of mood. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please, If you decide to make a separate mod upload. BE SURE TO LINK THE MOD BACK TO HERE IN THE MOD DESCRIPTION PLEASE AND GIVE CREDIT TO WHERE IT IS NEEDED! Help Make this mod succeed! please like and share! Please comment on any ideas or feedback. I will do the best I can to reply to questions. Anything related to interest in helping, please go to the Calling All Modders link and ask to see what can be done. Thanks, and enjoy ­čÖé Cheif22
  3. Hello, I am trying to figure out how to keep an AI controlled SUV to sit still until a specific AI unit enters that vehicle. So far I haven't gotten it to work, nor could I find anything to help online with something this specific. Hopefully someone has the solution. Thanks
  4. As title says. I am very bad at scripting, i have made a fully made mission, everything is done. Now I need a script so that i can teleport a module "zombie waypoint" to certain location when players enter a trigger. What script and entities do i need for that. So Player enters a trigger trigger gets activated Module moves to trigger location or near it then repeat on next trigger thanks, im very new to coding and scripting.
  5. I am trying to put together a trigger which gives Zeus points every time a truck goes between two points on the map (Like a supply line). If one Zeus is playing as the OPFOR team, they must spawn a Tempest Ammo truck and tell it to Cycle between two points (Point A and Point B). If the truck is spawned at Point A, the Zeus must order it to go to Point B, once it reaches Point B it must then be ordered to turn around and go back to Point A before Zeus points are added to that team. The Zeus can have multiple trucks going back and forth to add up Zeus points more quickly. I have managed to work out how to make the triggers active when a certain Vehicle type has entered the trigger, but I am having trouble working out how to get the supply point triggers working properly.
  6. All is in the title. I have this in the condition field of my trigger but it doesn't work, it fire the trigger even if a unit is in a vehicle. this and ({if (isNull objectParent _x) exitWith {1}; false} forEach thislist) isEqualTo 1
  7. so I currently scripted out a situation where you try to release a civilian that's charged with explosives, thing is, the explosion is too big. It will destroy everything on a very big radius, I'm currently running ACE3 and also the bomb classname is "M_Mo_82mm_AT_LG", other bombs I've tried are "R_80mm_HE" and "Bo_GBU12_LGB" but they were still too big. I'm looking for something with a small radius that will kill the person next to it or about a radius of 5m-10m or anything around that if possible. Does anyone know? The bomb explosion class name or just the explosion itself? It would help a lot!! Thanks beforehand and wish you all best of luck! -Rhaonoa Edit: A good bomb is "M_PG_AT", but it is still sort of big!
  8. Hello! I had to create a workaround* when using triggers to be able to broadcast sound effects with hints to all connected clients (on dedicated server) and all is good excluding the fact that I'm unable to use the sound I'd like to, probably because I don't know how to correctly reference it (incorrect filename or something the like). I'm using remoteExec to broadcast sounds to all connected clients. Using the method is tried and tested to work with vanilla sound Alarm: "Alarm" remoteExec ["playSound"]; As for the sound file I'd like to use, I tried to use absolute(?) path and filename with and without the extension, like so: "a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss" "checkpoint_not_clear.wss" "checkpoint_not_clear" but all these depending on what I was trying at the time of testing were returned with Sound nnnn not found. When we're talking about vanilla sounds there should not be the need to grab that one sound file I'd like to use and add it to my mission (and then reference the sound from the mission folder) or is there? So how do I correctly reference A3 vanilla sounds to be used in a trigger? Is there perchance a separate config file somewhere that would show the correct names of the sound files with which to reference them? Or should I use setSoundEffect (but I still wouldn't know how to correctly reference the sound file)? * It's all fun and games when you are creating a multiplayer mission and it's sort of slowly closing to be "finalized any moment now!". You've been testing it meticulously by running it as multiplayer mission through the in-game editor. And when you switch to dedicated server to test not much of the already established to be working is actually working, like simple triggers with hints and trigger (sound) effects.
  9. I've managed to create tasks that are hidden at the start by changing their owner to bluefor instead of 'synchronized objects only'. The problem is that when I use the trigger to create these objects, if the 'create task' is set to created or assigned, then the task is always instantly completed, but if its set to failed it will do the right thing and set it to failed. The chain of synced items goes: groupLeader > createTask1-Assigned > setTaskState-Suceeded > Trigger > setTaskState-Assigned > createTask2 If I link every createTask to the groupLeader and set everything to 'synchronized objects only' it will not hide the tasks at the start, but when I have everything in one single chain the missions are instantly completed for some reason. Could anyone please tell me what could be causing this? Thanks.
  10. Hi Completely new to scripting, what i'm trying to do is set a trigger to perform a module its synced to when the player enters a vehicle. What I have done in the condition field of the trigger is... man1 in car1. Despite this however nothing still happens and I couldn't find much information in order to execute this properly. Is there anything missing I need to add or create an sqf file to perform this action? Thanks for reading.
  11. Hi guys, Ive been trying to get a few bar gates to open automatically when a vehicle enters a trigger area. I am trying to get the trigger to fire when ANY vehicle (land vehicle) is inside the area. I know I can do this by naming each vehicle but I would rather have a general solution that works for any vehicle that is occupied by a side AI and or Players alike. I have tried typeof and Iskindof but I think my syntax is wrong in each case. Thanks!
  12. Hello everyone! I need some help with scripting. I want to put several enemy squads against a fortified position that must be stopped. But in order not to mass to many enemy units on the ground and prevent fps from dropping down I want to make these enemy units spawn for... let's say... a couple of times after one of the units (entire group) is dead. In my case - enemy boats crossing a river. When one of the boats is disabled, destroyed or the enemy group on board is eliminated, this action should work only a few more times no matter which group is destroyed, so after this condition of destruction is completed for several times, they must stop spawning again. The better idea or solution would be if all enemy groups stop spawning after some time, for example 10 minutes. In this 2nd case - the players receives a task to hold the enemy for 10 minutes (or in the first case to hold X waves/boats). I know how to put the spawn module, but I am not sure if it consist any options to make this action repeat random number of times, for example. Would you help me? Cheers!
  13. Hello im trying to do something, but i can do it one time im not able to do it repeatedly. Just an exemple of what i want to do : I want to deliver 2 item in one place for create one, for exemple an Offroad + a static HMG and that create an Offroad Hmg. So i use 3 trigger to do this : 1st trigger : trigger name : offroad condition : {typeof _x isEqualTo "C_Offroad_01_F"} count thisList > 0 activation : _vehicles = nearestObjects [offroad, ["C_Offroad_01_F"], 100]; {deleteVehicle _x} forEach thisList; 2nd trigger : trigger name : hmg condition : {typeof _x isEqualTo "B_HMG_01_high_F"} count thisList > 0 activation : _vehicles = nearestObjects [hmg, ["B_HMG_01_high_F"], 100]; {deleteVehicle _x} forEach thisList; 3rd trigger : no name condition : TriggerActivated offroad AND TriggerActivated hmg; activation : _veh = "B_G_Offroad_01_armed_F" createVehicle getMarkerPos "veh"; When i deliver the vehicle and the static weapon i got an offroad hmg that spawn, but not work on repeat trigger. My question it is possible to do that with one trigger, a working line for multiple condition.
  14. I have an issue in sector control. I want players to be able to cap an objective IF AND ONLY IF they are on the ground. I tried adding in isTouchingGround player; into my script, but that didn't help me. There are a few work around that I added to a "Example.sqf" for simplicity. /* Methood 1: Pros: Prevents Player from interacting with the trigger Cons: May adjust the trigger size globally */ [] spawn { _triggerWidth = triggerArea _this # 0; _triggerLength = triggerArea _this # 1; _this setTriggerArea [ 0 ,0 ]; waitUntil{isTouchingGround player || !alive player}; _this setTriggerArea [ _triggerLength ,_triggerWidth ]; }; /* Methood 2: Make module Pros: I'd be able to set the trigger condition specificly for capturing the objective Cons: https://i.kym-cdn.com/entries/icons/original/000/008/342/ihave.jpg */ /* Methood 3: By Far, the best Methood Pros: I'd be able to locally disable the trigger/capture area from some players Cons: I don't think this methood would remove the trigger condition, let alone the sector control area, but it's worth a shot anyways */ [] spawn { _this disableCollisionWith player; waitUntil{isTouchingGround player || !alive player}; _this enableCollisionWith player; } Is there anyway to A. Disable certain players from capturing a sector B. Inject a conditional into a Sector
  15. Hi all sorry im again :D I would Give a unit a init over this trigger below when he join my group. The Condition of the trigger are : ({alive _x} count units mygroup) < 2 And in on Activation i would give the group member this in the init : dummy = [this, units (group this)] execVM "automedic.sqf"; This is for a script that force ACE 3 Ais to revive me . I know i can normally set :dummy = this ............. in the init field of my group member BUT the group member existing not before , i recuit them with the Ravage recuit script and want to give them the init when he joining me. Its that possible to make that over this Way ? I only found ways to spawn units with a init but nothing over joing player goup . Tanks again for Reading and hopfully try to help me ! :)
  16. Full disclosure: I'm very new to scripting - I know I'm probably not doing things the most efficient way, so any tips will be warmly welcomed! I'm making an Exile WWII zombie server using Ravage zombies. The built-in ambient spawner for Ravage works okay, but I wanted to add greater variety in uniforms, loot, etc, so tried to write something myself. As disclosed above, this isn't my strong suit at all. I want the script to trigger at certain locations. I'd got in mind that I'd create an array (called _trgPos) that would hold the positions and radii of each trigger then create each trigger in a loop. This is what I've got so far: _trgpos = [ [[7365.57,2201.88,0],200], // A [[6422.59,2424.74,0],200] // B ]; { pos = _x select 0; _rad = _x select 1; _trg = createTrigger ["EmptyDetector", pos, true]; systemChat format["Creating trigger at %1",pos]; _trg setTriggerArea [_rad, _rad, 0, false, _rad]; _trg setTriggerActivation ["GUER", "PRESENT", true]; _trg setTriggerStatements ["this", "null = [pos] execVM 'zombiespawner.sqf'; systemChat format['Spawning zombies at %1',pos];", ""]; } forEach _trgpos; It's meant to pass pos to the script, which then causes the zombies to spawn when an Exile player enters the area. What actually happens is both triggers are created at their correct location, but when either A or B trigger is activated, the zombies spawn at the location of B. I've seen it works like this in 3DEN or when executed on the server. It seems that B's location is being passed to the script on both triggers. Have I missed something basic? Any insight anyone could offer would be fantastic! (Including zombiespawner.sqf in case it's useful):
  17. Hey, I'm working on a horror mission with puzzles. The trouble has to do with some scripts due to my knowledge. I have one trigger playing a sound. The sound is 21 seconds long. Once the sound trigger has been activated, the player has to go and activate another trigger within those 21 seconds. The second trigger should be activated only when the sound is being played. I'm asking for a solution for the condition field of the second trigger. I'm thinking of something like: this && while {true} do (or something like this) Puzzle idea from Amnesia: The Dark Descent. Link to video: https://youtu.be/dLTcEDjR4VY?t=408 Highly appreciate your help, and thanks in advance! :)
  18. Hello I want to spawn a icon on map after a trigger is fired i want to spawn the markers -> standard draw -> pickup (hd_pickup) i have looked thru the WIKI but have not found anything that helps me. any one who can give me the solution..
  19. Hi, I need help to get this running. I want to call some code on opening the parachute. I didn't found anything matching in the list: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers. I even tried the GetIn-Handlers because the parachute seems to be handled as a vehicle. Any ideas? Thx in advance ;)
  20. Is there a way I can spawn enemy jets when flying over a trigger and also have them marked automatically with waypoint that keeps track of them and have them chase the player instead of fleeing. Thanks in advance.
  21. Hello, I'm looking to creating a short stealth co-op mission where a group must attempt to quietly enter a base, assassinate 3 HVTs and steal intelligence. Except I'm also trying to get a stealth trigger working, where once BLUFOR has been detected by Independent, the maintain stealth task should fail and create an evacuate task, however I can't get the Stealth trigger to work at all as I could be shot to hell by Syndikat soldiers and the task wouldn't appear. Went as far as to cover the whole playing area with a large rectangular trigger area, but it still doesn't work. Anyone knows of any way around it?
  22. Hello Armaholics! I must admit I'm very bad when it comes to scripting. Is there a easy way to have a trigger activate when you have closed a leaflet after you've read it. Couldn't find anything on leaflets on the wiki regarding event handlers. I'm using this for the leaflets: ["init", [this, "image.jpg", "Text message"]] call BIS_fnc_initLeaflet It will be used in a upcoming horror mission this halloween. Thanks in advance! :) Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  23. Hello, I'll try to make this as simple as possible: I'm wondering if there's a way to have a trigger disabled at first, and later enabled by another trigger. In other words, "spawn" a trigger. Imagine you're going through a corridor, nothing happens when you go to the end of the corridor. Then you head back and something happens on the way back. Example: Thanks in advance! :)
  24. I am making a SP game and i want to delete some vehicles when i don't need them anymore like heli, trucks and planes. {deleteVehicle _x} forEach crew (dropoff) + [dropoff] this i have in ACT in trigger but i only delete the truck when it drives inside the trigger if i put {deleteVehicle _x} forEach crew (plane) + [plane] inside the trigger also it delete the plane before it have been used in the game My trigger : type : NONE activation : BLUFOR activation type : PRESENT repeatabel :ticked off Condition : THIS on ACT : {deleteVehicle _x} forEach crew (dropoff) + [dropoff] (only delete the dropoff vehicle ) i want the trigger to delete any one and any vehicle who get inside the trigger from BLUFOR and one for OPFOR. anyone got some guides lines on how to do it..
  25. Hello, I have a problem and i can't understand. I have a tigger whit: Type: "none" Activation: "bluefor" Acxtivation Type: "Present" condition: this && {!alive obj1}; On activation: _m = createMarker ['destoy1',obj1]; _m setMarkerType 'mil_destroy'; _m setMarkerColor 'ColorBlue'; _m setMarkerText "Cache 1"; hint "Bluefor has destroyed the cache 1"; All work good and when the tigger is actived. But when i play on serveur and i deco reco this trigger reactivates the hint and sound. As if he was repeating himself? Thank you for the help!