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Found 163 results

  1. I'm making a garbage man type of mission, basically you need to clean camp maxwell, the only thing I need now is to make the trigger check if everything inside it has been cleaned (basically deleted) I used the addAction command in combination with the deleteVehicle command to "clean" the objects. (also every object inside the trigger has the name rock followed by a number if it somehow helps you help me) I need the trigger to check if every object was deleted and if every object was in fact deleted then complete the mission.
  2. Hi, I'm relatively new to mapmaking and have been so far learning through trial and error (mostly error), but am currently rather stumped with a problem vastly outside my base of experience. I am trying to set a trigger to activate when players collect any 3 pieces of intel (of 6 available), regardless of the combination of intel collected. Only 3 pieces need to be found, and currently I am referencing their collection via a seperate trigger with 'thisNull objectName', as the intel is deleted on pickup, and then trying to get another trigger to check 'triggerActivated triggerName' (horribly inefficient, I know). Apologies if this doesn't make much sense, its 3am and mission making has fried my brain. Any help would be greatly appreciated.
  3. Currently attempting to make a multiplayer friendly Zeus zone restrictions script. Basically, around my map, I need a kill zone that kills all units, players, or units editable by the curator, that leave the playable map area (enter the kill zone) after a ten second delay. I also need it so that if a player unit leaves the zone, they get a warning message too. I am using the "ModuleCoverMap" to show the playable area. Around the edges of the playable map area I have four triggers that start the kill script for the player/Curator editable AI. Above is a very basic (semi) working zone restriction script. Currently, if a single unit enters the trigger, the script starts running, the problem is, if another unit enters two seconds later, they only have eight seconds to leave the restriction zone, rather than the ten seconds they are supposed to have (they should be killed later than the first unit, but the two units die at the same time). Also, I am unsure how the titleText function works for clients. It says on Biki that the titleText is a local effect, however, I am wondering if there is a better function for showing a warning message.
  4. Hello, we are currently developing a Arma 3 sandbox server where you can basically do anything, the problem is, that the vehicles only respawn when they are destroyed, when someone takes a plane and lands it somewhere like molos airfield it will remain there until someone picks it up. I want that the vehilces respawn when thy are left alone but the built in feature doesn´t work at all, so my idea was to trigger the respawn like every 60 seconds that all vehicles respawn but how can i trigger every 60 seconds for ever ?!? thanks for your help Marvin Letsche Admin at German-Gamers.net
  5. Is it possible to set diesel storage tanks on fire after they are destroyed? The solution is probably pretty simple but I can't find an answer.
  6. I'm making a mission where there are 6 missions to do but I only want players to do 3 missions maximum The way I intend to do it is like so: - Every mission has an object "attached" to them - Once the players complete a mission, the attached object gets moved in the trigger - The trigger counts how many objects there are in itself and if the amount is equal to 3.. It gets activated How do I count how many objects are in the trigger and (optionally) how do I detect that a mission has been completed and activates a separate trigger? Thanks a lot ❤️ Edit 1: I found and edited a code, it works but only with units instead of objects but it's better than nothing: (count (thislist select {alive _x })) isequalto 3
  7. I'm editing a exfil but I can't figure out how to make a task appear after all 3 objectives are finished. I want it to be invisible until after all 3 objectives are finished.
  8. Bingo-66d21d294c551e45

    Need help with a trigger

    I'm having trouble with my mission, I've been trying to activate a trigger only after 3 tasks are finished, I am currently using this ( this && ["AA"] call BIS_fnc_taskState == "SUCCEEDED" ) But I can't figure out how to add more tasks to it. I am also trying to make a task show up after all 3 objectives are finished. Hope I can get some help on this 👍
  9. So we are building a Arma 3 sandbox Server the problem is that many vehicles are often damaged but only slightly so that they don´t respawn i want to make a trigger which tiggers the vehicle respawn every 60 seconds so that there are only fully repaired vehicles at the Spawn if it´s possible to only respawn damaged vehicles that would be even better but i guess that´s not possible thanks for you´re help Marvin Letsche Admin at German-Gamers.net Edit: solved it with a respawn script
  10. Hello all! I'm working on creating a trigger that activates when a specific player enters a passenger seat of a helicopter. The issue I'm having is it can't be just any player, but one that activates a separate trigger. This will be used to create a task that notifies all transport pilots that a player is waiting to be picked back up at base, then accomplish when the player enters one of the choppers. If you have any ideas on how to accomplish this, please let me know! Any help is greatly appreciated!
  11. Hey guys, I am looking for some help and explanation on a trigger issue that I cannot seem to find a workaround for. It is most probably me being stupid and forgetting something obvious, but I will be glad if someone explained to me what I am doing wrong. I am trying to have a trigger add three hold actions (repair, rearm, reafuel) to a specific vehicle once it enters the trigger area. It is currently set up like this: Activation: Anybody Activation Type: Present Repeatable: Yes Condition: h1 in thisList; On Activation: [ h1, "Repair", "holdAction_repair_ca.paa", "holdAction_repair_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setDamage 0; hint "Vehicle repaired";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; [ h1, "Rearm", "holdAction_rearm_ca.paa", "holdAction_rearm_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setVehicleAmmo 1; hint "Vehicle rearmed";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; [ h1, "Refuel", "holdAction_refuel_ca.paa", "holdAction_refuel_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setFuel 1; hint "Vehicle refueled";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; On Deactivation: removeAllActions h1; So it's pretty straightforward. The problem is, the action that gets added to the helo is added the amount of times that there are players on the server. That is, if I test it in my local MP I see them added once each (correct). If I launch the mission on a server, I see all three actions doubled (one for me and one for the server it seems), and when I entered with four other players the actions were added a total of six times each. I may be forgetting something obvious, but I just want the action to be added to the vehicle once per type (one repair, one refuel, one rearm). Otherwise once you approach the vehicle it just spewes a crap tonne of actions listed in the scroll menu. Thanks in advance for your help!
  12. Hi, Little method to touch off a dispenser while penetrating in an area. 1 place a trigger with the wanted activation, 2 place some mine dispensers (LOW DLC), name them 3 on act of the trigger: driver (thislist select 0) addOwnedMine md1; driver (thislist select 0) action ["TouchOff", driver (thislist select 0)] // where md1 is a name of a dispenser... NB: driver is just to touch off in case of vehicle entering. If you want, you can skip that (driver) but make your trigger activated on infantry only. Enjoy.
  13. Hi everybody, Im making a mission with multiples objectives like "Go to a location and kill a General" or "Go to another location take confidential documents and destroy enemy radar". But i have encountered a problem that is the game only support 288 NPCs, and Im looking for a way to spawn enemy units like CSAT and others to defend that locations where the objectives is, when a player like BLUFOR entering a trigger. Like the Liberation mission but with tasks already determined. It's basically the mission starts and the players can see what tasks have to do but only when the players " BLUFOR" gets closest to the objective the AI spawn to defend that location. I think with this mode i can make a mission with more of 288 NPCs bcs they only spawn when players enter the trigger. Anyway theres a way do to this? Can someone help me with that? Thanks :)
  14. To make it simple i want it like this Mission 7, tonk can survive or be destroyed Mission 8 only triggers if tonk survives (i know how to do this) Mission 8, tonk is either stolen or destroyed Mission 9 is triggered if tonk is destroyed (skips over mission eight) Mission 9, >>>tonk appears in mission, depending on if it was stolen in mission 8, or destroyed<<< that is my question please help thanks
  15. I want to make a big Sector Control mission in the editor and then export to Singleplayer to play. I put a lot of Sector Control Modules on the map in the editor, I set Spawn AI Modules for BLU and OPF and exported to Singleplayer, in the beginning everything worked as it should, AI spawns, moves, fights with each other and conquers Sector Controls by map, then after I clicked Save & Exit to continue this mission later. But after reloading the save game I noticed that me and the AI (BLU and OPF) can´t capture Sector Controls. Sector Controls do not change color, they remain gray. The modules seem to have stopped working after the reload and need to be reactivated via script? How can I reactivate this? I wish I could save this mission so I could easily reload and continue later. Not that I have to play the whole mission in one piece. This is very important to me! If anyone can help, I will be very grateful.
  16. So I've tried using the setrandomlip command. It works perfectly well in Singleplayer, but not on a dedicated server. I've looked into the .lip stuff, but honestly it's way too much work for just adding a minor detail in a mission. Is there a way to get setrandomlip working in multiplayer? Currently what I've done is set up a trigger using the unit's variable name to start randomlip, then another one to end it set to activate several seconds later. UPDATE: unticked "server only" on trigger. It now works.
  17. Does anyone know how I can get the range than a mine will trigger at? I've had a look through one of the configs for a mine but didn't find it, or what I thought would be it. Thanks.
  18. 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! Edit: A good bomb is "M_PG_AT", but it is still sort of big!
  19. Hello all! I've been wanting to try my hand at some Arma 3 machinima, and I'm having a little trouble with trigger activation. I have two units (one AT team, and another rifle squad) operating near each other, with an OPFOR convoy expected to pass through on a road across a valley. I have the AT team move up and go stealth within site of the engagement area, then have a SCRIPTED waypoint to setCombatMode/setBehaviour so they attack the convoy (when OPFOR crosses a threshold, as per usual). That part works well. Where I'm having trouble is the rifle team: I would like them to stay stationary a 20-30 meters behind the AT team, and out of sight UNTIL the AT team starts firing rockets. At which point, the goal is to have them move up and engage as well. I've thought of a couple ways to do this, but not having much success. One thing I'm trying at the moment is have the rifle squad (unit2) spawn w Force Hold Fire and crouched, place a MOVE waypoint to bring them into contact, and link it to a trigger condition like: waitUntil { combatMode unit1 in ["RED"]; }; ... where unit1 is the AT team. However, I'm getting an error: "Condition: Type Nothing, Expected Bool". I'm sure there's likely a more "elegant" way to accomplish the end goal, but part of this effort is to learn the scripting language and syntax. Another option I'd like to explore when I get this figured out is to get a count of all rockets in the AT teams inventory, then set a condition to check when they drop below the initial number. Any help is greatly appreciated! Thanks!
  20. Hi, I'm using a trigger to spawn AI (CSAT) boats and make them move to a waypoint (to chase the blufor boats) and I am getting a "generic code error" when I try to do this. The code I have so far is as follows: group_2 = creategroup east; enemy2 = group_2 createVehicle ["O_Boat_Armed_01_hmg_F ",getmarkerpos "spawn2",[],0,"form"]; enemy2 domove (getmarkerpos "waypoint2") This code is situated in the activation section of the trigger. I have a dot marker set as spawn2 and a circle marker set as waypoint 2 (as I'm spawning a load of ground units at the same time who spawn at spawn1). Any help is greatly appreciated. Thanks
  21. _variable = _group createUnit ["B_recon_JTAC_F", _position, [], 0, "NONE"]; // _variable = 1; _trigger = createTrigger ["EmptyDetector", [0,0,0], false]; _trigger setTriggerStatements ["this", format ["[%1] spawn _script;", _variable], ""]; Hi, if _variable is an object I get an error message for this code (when setting trigger statements, not when activating the trigger) telling me there is a ] missing. If _variable is a not an object (a number f.e.) everything works fine. What is the matter with this weird behaviour?
  22. In my mission, when a Bluefor player enters an area, the trigger causes Independent AI forces to respawn. Altogether 16 Independent soldiers. The problem is that when another Bluefor member also enters the area, another 16 Independent AI enters the game. What should I do to be born only 16 enemies for the entire Bluefor team? Trigger Config Tipe: None Activation: BLUEFOR Activation Type: Present Repeatable: DISABLED Server Only: DISABLED My code: (How to perform this only 1 time to the side (Team). But it can be activated by any player on the team.) if (!isDedicated) then {null = [this] execVM "Gatilhos\Defesa\Alpha\Ind\Squad1.sqf";};
  23. (VERSION EN ESPAÑOL) Hola chicos! Mi nombre es Omar y soy de Argentina. Este es mi primer posteo, así que desde ya pido disculpas por mi sintaxis y sobre todo por mi inglés que es pobre. 1) Quiero crear un código que se pueda usar en cualquier mapa; no importa si es Stratis, Takistan, Altis, Chernarus, o cualquier otro mapa, oficial y no oficial. 2) Que sea SOLO CODIGO. No quiero que haya ningún elemento u objetos en el mapa en el momento de la edición, a excepción de nuestro personaje. 3) Este código que estará en un archivo SQF debe poder leer todo el mapa y encontrar solo las locaciones "NameVillage", "NameCity" y "Name City Capital", guardando en un Vector todas estas locaciones. 4) Con cada locación que vaya encontrando, deberá agregar en ella, un Gatillo y un Marcador (ambos dos en el mismo lugar, en la zona cero de esa locación). 5) Que ese Gatillo, se active cuando cualquier jugador entre en la zona del gatillo. 6) Que al activarse ese Gatillo, llame a otro archivo SQF. Aquí les muestro lo que llegué a hacer, pero quedo trabado en la parte de activación del gatillo: Hasta aquí llegué. Creo que hice todo bien, pero se me escapa algo, dado que, cuando ejecuto el mapa y entro a un pueblo no se activa ningún gatillo y eso me frustra un poco. Desde ya agradezco mucho por la posible ayuda que pueda recibir de ustedes. Gracias. (MY POOR ENGLISH VERSION) Hello guys! My name is Omar and I am from Argentina. This is my first post, so from now on I apologize for my syntax and especially for my poor English. 1) I want to create a code that can be used on any map; it doesn't matter if it's Stratis, Takistan, Altis, Chernarus, or any other map, official and unofficial. 2) Make it ONLY CODE. I don't want any items or objects to be on the map at the time of editing, except for our character. 3) This code that will be in an SQF file must be able to read the entire map and find only the locations "NameVillage", "NameCity" and "Name City Capital", saving all these locations in a Vector. 4) With each location you find, you must add a Trigger and a Marker to it (both in the same place, at ground zero of that location). 5) That Trigger is activated when any player enters the trigger zone. 6) That when that Trigger is activated, call another SQF file. Here I show you what I got to do, but I get stuck in the trigger activation part: I am done. I think I did everything right, but something escapes me, since when I run the map and enter a town no trigger is activated and that frustrates me a bit. I already thank you very much for the possible help I can receive from you. Thank you. _All_Locations = nearestLocations [getPos player, ["NameVillage","NameCity","NameCityCapital"], 30000]; _Locations_Count = (count _All_Locations); _Counter = -1; // An Array start with cero. for "_i" from 1 to (_Locations_Count) do { _Counter = (_Counter + 1); _Location = _All_Locations select _Counter; // Triggers creation _trigger = createTrigger ["EmptyDetector", getpos _Location]; _trigger setTriggerArea [300, 300, 0, false]; _trigger setTriggerActivation ["ANYPLAYER", "PRESENT", true]; // Markers creation _createdMarker = [str(_Location), _trigger] call BIS_fnc_markerToTrigger; _createdMarker setMarkerShape "ELLIPSE"; _createdMarker setMarkerSize [300,300]; _createdMarker setMarkerColor "ColorOrange"; _createdMarker setMarkerBrush "SolidFull"; _createdMarker setMarkerAlpha 0.5; if (triggerActivated _trigger) then { hintc "TRIGGER ACTIVATED"; null = [] execVM "Mi_Loot_Init.sqf"; }; };
  24. Dear community. I've looked in videos and post up and down, now I have to ask advice as I cannot get this to work. I have an airfield with 6 helicopters with pilots named (variable name) pilot1 to pilot1_5 (by copying the first they are assigned the _1 etc). I initially started with a placing the chopper and naming the pilot. Placed a move waypoint, then the flightpath with move wp. finally a transport unload wp. on an invisible helipad. each pilot had their init named pilot1_1 disableAI "MOVE" ; (corresponding pilot name) trigger was named as such, with activation as "any player" in the area of the trigger. Hint "Active" ; pilot1 enableAI "MOVE" ; Hint "Active" ; pilot1_1 enableAI "MOVE" ; Hint "Active" ; pilot1_2 enableAI "MOVE" ; Hint "Active" ; pilot1_3 enableAI "MOVE" ; Hint "Active" ; pilot1_4 enableAI "MOVE" ; Hint "Active" ; pilot1_5 enableAI "MOVE" ; However they don't even fire engines, no nada zip zero. I then tried with the alive effect. Removed all names and init. placed a survivor and named him s1 (variable name) placed a trigger with !alive se and set waypont activation to 1st wp under heli with a string of other wp's until unload. Regardless of procedure above, triggers don't fire or pilots do not get the command somehow. Anyone can see the missing dot or what I'm doing wrong? Rags
  25. I am trying to figure out how to create a basic pickup/transport/drop off situation for either vehicles or aircraft. Here are the steps I'm looking for: 1. AI-controlled infantry waits at pickup location for transport (vehicle/helicopter) to arrive 2. Transport arrives at location and waits for troops to load 3. Troops load the transport 4. When loading is complete, transport moves to second location 5. When the transport has arrived, troops unload 6. Transport waits for unloading to complete, then leaves the location I've tried this using waypoints and triggers, but the problem is always in the timing and sequence, for instance, the transport leaving before the troops have boarded. I tried looking for other threads that address this, but they are usually asking about a particular situation that is not what I'm looking for. I tried to make this as broad and simple as possible so as to be applicable to more people, and to be as adaptable as possible. Any advice on how to achieve this would be greatly appreciated. Thanks!