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Found 38 results

  1. I know that this has been asked before and I have tried everything that I found. My problem is that I'm not using waypoints, I'm using the unitplay for my flight path. I don't want to use a radio activation. I want to use the Condition field of a trigger or task. This is the code I have in Condition. {_x in H1} count (units group player) == {alive _x} count (units group player); This works when testing in editor both in SP & MP, but does not work on the dedicated server. What happens is the takeoff without waiting to be loaded. I have also tried.... if (isServer) then { {_x in H1} count (units group player) == {alive _x} count (units group player); }; When using the (isServer) they don't take off but when I get on the chopper it does not activate. Let me also add that I"m using two choppers and need to wait till both choppers are loaded before they can takeoff. For this I have a trigger for each chopper with the above code. Then I have another trigger with this code in the Condition... triggerActivated H1Loaded && triggerActivated H2Loaded && triggerActivated EngineStart; The EngineStart trigger is activated as the players move to the chopper. I then have two more triggers for the sqf's that have the flight path info. Again this all works in SP & MP it the editor but DOES NOT work on the dedicated server. Any help would be great, thanks in advance.
  2. I found this thread of Arma2 from 2009 which asks the very same question. Now I must say I haven't tried this yet but, I wonder upon the release of Eden update if there are better alternatives given sync seems to have been sort of discontinued (I'm a Mission Editor amateur so I don't know if sync still actually exists.) or if simply there are better methods as of 2016's Arma 3 capabilities unlike A2 from 2009. Assurance of A2's method and possible alternatives are welcome. Thanks in advance.
  3. Hello everyone. Apologies for being useless and having to come on here, but I'm stuck. Using VCOM AI (when units are grouped) the firefights are really good. My goal is to make the AI behave naturally to gunfire before they all 'knowsabout' you. At default it is really, really bad. My idea was to simulate the sound of gunfire carrying realistic distances (using triggers of up to 1km or more) and then have the AI react appropriately within these trigger areas when any shots are fired. I am nearly there. I don't understand SQF, but I spliced these things together from looking through the forums. Player squad is called GT. OPFOR units named a1, a2, a3, a4, a5. In the (player's) Object Init box - {_x addEventHandler['Fired',{shotIsFired = true}]} forEach (units GT); note - I would do it for all OPFOR units as well so they react the same if OPFOR fired first. In the Trigger named T1 - Activation - Any group member Activation type - Present Condition Expression - shotIsFired On Activation - [a2,a3,a4,a5] join a1; a1 reveal [GT, 1.7] This works brilliantly. They don't know exactly where I am, but they break out of ambient animations/patrol cycles instantly, huddle up (group) and take appropriate action. As they would in reality when hearing the shot. The problem is it will trigger if GT shoots outside the trigger area, they could be on the moon and it triggers! It is completely irrelevant to what settings I use in the trigger, what size or who I try to group to sync to, any of it. If anyone could help that would be great. Thanks in advance.
  4. Hello again, community. I'm trying to make persistent triggers using profileNamespace, so their state would be saved upon mission restart. Here's what I've got to this minute: private ["_debug","_resetTriggers","_persTriggers","_actTriggers","_triggersLoaded"]; _persTriggers = [trigger_01,trigger_02]; _resetTriggers = false; _debug = true; //Define variable if launched for the first time or reset if ((isNil "triggers_var") || (_resetTriggers)) then { _actTriggers = []; profileNamespace setVariable ["triggers_var",[]]; saveProfileNamespace; }; //Loading activated triggers and activates them again _actTriggers = profileNamespace getVariable "triggers_var"; {_x setTriggerActivation ["ANYPLAYER","NOT PRESENT",false]} forEach _actTriggers; if (_debug) then {hint format ["Persistent triggers:\n%1\n\nActivated triggers:\n%2\n\ntriggers_var:\n%3",_persTriggers,_actTriggers,triggers_var];}; //Checking in any of the persitent triggers was activated while {true} do { UIsleep 2; { if (triggerActivated _x && !(_x in _actTriggers)) then { _actTriggers pushBackUnique _x; profileNamespace setVariable ["triggers_var",_actTriggers]; saveProfileNamespace; if (_debug) then {hint format ["Persistent triggers:\n%1\n\nActivated triggers:\n%2\n\ntriggers_var:\n%3\n\nLast activated:\n%4",_persTriggers,_actTriggers,triggers_var,_x];}; }; } forEach _persTriggers; }; No matter what I do It returns undefined expression in "triggers_var". If I change profileNamespace to missionNamespace - it works fine, so my guess is that I somehow cannot write to profileNamespace. filePatching is on, BattleEye disabled - no changes. Any help or ideas appreciated, I'm really stuck here.
  5. Hey Everyone, I'm having issues with 2 out of 7 identical triggers. I have made several bases each have their own trigger responisble for completing the task and changing some map markers and flags. Most of them seem to work but 2 of them will only fire once i complete a different objective after supposedly completing the faulty one. I have checked all the conditions of the trigger and where its synced to etc but i cant find any typo's or mistakes. Does anyone know if this is a known issue for having too much triggers? Faulty trigger example: Condition : {alive _x} count units enka1 == 0 && {alive _x} count units enka2 == 0; On Activation : "KaminoMarkerRed" setMarkerAlpha 0; "KaminoMarkerBlue" setMarkerAlpha 1; KaminoFlag setFlagTexture "\A3\Data_F\Flags\Flag_nato_CO.paa"; KaminoBanner setObjectTexture [0,"\A3\Data_F\Flags\Flag_nato_CO.paa"]; Thanks in advance! *Edit : I got it working now just by changing one group's name to enka3 instead of enka2.
  6. !(HandgunWeapon Miller=="") iv got this and when ever a handgun is in the gun slot of the player the enemy shoot him. How do i add a few more items into that bit of code ? _itemsplayer = items player; [<Map>, <Compass>, <Watch>, <Radio>, <GPS>, <NVG>, <Binoculars>] same with his uniform / cloths aswell. I found the bits of code above on the wiki but i still cant see how to stuff the bits together. this will help with the immersion. if the player stands up, or starts taking his items back out of the box they will shoot him. so this way he is forced to watch the screen and listen to the music. another condition im thinking of is making the hostage player have to constantly crouch and stand otherwise he will get shot :) this will destroy the player lol but i cant decide on making him sit and watch or dance sort of thing.
  7. Hi, I am trying to implement an alarm system in my base using triggers, but I don't know how to create the code / logic ... can anyone help me, plz? So far I've done these triggers: Setup triggers: Setup alarm Setup turn on Setup turn off Loudspeaker Turn on alarm: OPFOR is in the area BLUEFOR is in the area INDEPENDENT has been detected by OPFOR INDEPENDENT was detected by BLUEFOR Turn off Alarm : OPFOR left the area BLUEFOR left the area (if there is 1 bluefor and 1 opfor in the area and only 1 leave, the alarm stops ringing - I need to fix it) But I'm having critical issues with these triggers: Another INDEPENDENT team is in the area (the trigger is activated even if it is only me in the area) Another INDEPENDENT team detected me (same problem as above) I imagine that the ideal and simplest logic would be to check if there are more than 1 group in place to trigger the alarm, is it possible to configure a trigger to do this?
  8. Hey guys. I was wondering what is the best and most efficient way to run a trigger's code for each unit/object that satisfies its condition? (Note that the units might be AI. Not all of them are players. Also note that not all units activate the trigger at the same time) 1. The obvious method, of course, is to create a trigger for every unit in the game. But I think it might hurt the game performance (especially if there's lots of units and there is more than one area to cover). 2. Another way is to use waitUntil (or while, but I've found waitUntil to be more performance-friendly) instead of a trigger: waitUntil { sleep 1; { if (_x distance2D _triggerPos < 50) then { if !(_x getVariable ["TriggerActivated", false]) then {[_x, _trigger] spawn _code1;_x setVariable ["TriggerActivated", true]}; } else { if (_x getVariable ["TriggerActivated", false]) then {[_x, _trigger] spawn _code2;_x setVariable ["TriggerActivated", false]}; }; } forEach allUnits; false }; 3. The third (hypothetical) way is to get the magic variable "thisList" somehow (assuming it updates frequently and there's actually a way to get it). I'm not sure if this one is feasible though. Which one do you prefer? Also, if you have any additional ideas, I'd appreciate it if you could share it with me!
  9. Hello! I have been working on a mission for a while now, where the players have to take a big town. To do so there are multiple goals and my plan was to provide the players with little rewards for completing certain tasks. One of the rewards was supposed to be a new artillery provider (helicopter or artillery) but i cannot make it work. The mission always starts out with the player group already having access to all the support. Is there any way of setting up a trigger or something that will cause new support units to become available? Thanks in advance!
  10. I have a Minefield use'ing the A3 mine Module, but I have now idea to make a trigger fire when all the mines are deactivated. I know it needs to be something like this... if allMines are Active then don't activate... or something like that. My scripting is still very rough so I am just lost on where to start to get that to where I want it.
  11. Juan S. Hernandez Rubalcava

    Problem with switch units

    My problem is this, I am working on an SP mission, in which I want to change between the different team members to solve the objectives, but every time I change between them the team leader gives orders different from those I had left, for example , orders them to shoot, change position, etc. I wonder, is there any way to make the team leader respect the orders I left and can use another member of the team without spoiling my strategy?
  12. Hopefully someone can help me, and I think this is probably quite simple, I just can't seem to figure it out tonight! I was hoping that there was a way to tie the number of a team's respawn tickets to the number of items in a crate. e.g. there are 4 medkits in a crate so they have 4 respawn tickets. If they add 2, they have 6 respawn tickets and if they remove 3 they only have 3 respawn tickets remaining. Any help with this would be much appreciated! Cheers!
  13. Hello, everyone. I'm making Ravage mission, few players asked for persistent world discovery state and I'm struggling with making that. Basic idea was to store activated trigger names in server's profileNamespace and load this list upon restart and simply activate triggers again. Problem is OR doesn't seems to work in Condition field... or maybe I'm just completely wrong and it can't be done like this. Any advice appreciated.
  14. Hi, looking for a scripter to solve this Flowchart Theoretical Framework', via use of scripts. I am a videographer, not a scripter or anything technical. Basically, using what apex has given us, have put down a load of modules and triggers in a planned manner, all related around tasks and briefings, along with scripts within triggers filling in the gaps which will make the changes when certain conditions are met. The hypothesis is that these modules should be able to add up/correlate so an objective can either be completed or failed, with the (missing) script in triggers making the missing links. Why do i not do it? Because 1) Not a scripter 2) It would take me a decade to crack it If you take it on and crack it; - include a 'noob' definition of how it works - Add me on steam - Will give you credit in my video for theory, with possibly more rewards Check the link for a image of the theory, along with mission.sqm https://www.dropbox.com/s/e4kc066vn329dsz/Theory.png?dl=0
  15. Pvt. Sparkleshoes

    3DEN editor trigger help

    I'm trying to make a radio conversation between the player and npc. I have the radio chat modules set up to triggers, but I want them to be activated by the player onky, instead of just civilian, BLUFOR, and OPFOR teams. Can anyone help?
  16. I'm currently tring to set up a mission where a player activates an action witch activates a trigger that spawns units in a group. I have done the addAction and it looks like this: this addAction ["Spawn INF", {(_this select 0) setVariable ["GERinf", 2, true];}]; and the condition of the trigger: ((InfTrigGER getVariable ["GERinf", 0]) == 2) But i have trouble with spawning the units. So far i have done this: _group105=createGroup west; _unit2=_group105 createUnit ["fow_s_ger_heer_rifleman", getMarkerPos "GERinfspawn", [], 4, "FORM"]; I'm trying not to use an outside script and basicly only do it from the ingame init. If someone can help that would be awesome :)
  17. Hi, I'm stumped. I want my enemy AI to ignore a waypoint until a trigger is activated. I've looked this up and most of the replies are saying to disable the AI's movement until the trigger is activated. This is not what I want. I want my AI to act normally (eg. engage in combat, follow predefined waypoints, etc.) until this trigger is activated, then have them move to this waypoint. Is this possible? Thanks for any replies.
  18. Hello everyone, i need some help. I am currently trying to make a mission and i want to trigger a Mission win when all 2 Tasks are completed, you (the Player) Needs to go to a specific Zone and then the escape should trigger... but how do i do this? Please help me. LG Pinky PS: please dont mind spelling mistakes, im german and my pc likes to autocorrect them.__.
  19. I want to start a mission straight into the virtual arsenal. I'm creating a story-based mission and I want the player to create his/her character before it all begins. I don't want the player to look at a box and select the aresenal. I want them to spawn into the arsenal, one time only. I also want to: pause the scripted events at the mission start while the player is in the arsenal. give the player objectives and waypoints. display text on screen and dialogue from NPCs. speak to NPCs, conversation wheels, which trigger events such as spawning, objectives and waypoints. delete unwated NPCs and objects. Its been a few years since I worked with ArmA. Could somebody point me in the right direction?
  20. I apologize if is this is painfully obvious. I have been crawling the internet for answers, and I've run out of luck. I'm attempting to create a mission where players control Inf Squad. Squad has to drop off a civilian in town before continuing to other objectives. I just want the civ to get out at the designated point, move to a waypoint behind a building then disappear. I initially had the civilian join the Squads group then use a trigger to have the civ get out, then move to a waypoint and use the dismiss waypoint which failed, the CIV did not do anything. I then attempted to just put the civ in the vehicle and get out by trigger and follow its next set of waypoints. The Ai got out then followed the vehicle and got back in the vehicle. (used moveOut command). I also used Trigger with Radio Alpha, but it still did not work. I'll take any help I can get (especially explain like I'm five type) Thanks!
  21. Hello! I've stumbled upon a small problem to solve. I was curious as to what the simplest method is to enable a trigger's ability to activate. Example: Say there's a zone that ends the mission, but you want to force the player to complete tasks before they can walk into the specific zone, ending the mission. It seems using standard zone triggers has nothing preventing the player from walking into the zone, ending the mission. Essentially, I look to have the trigger's ability to activate enabled only after something specific has been completed (Whether it be a task or a trigger first.) This being the goal, "triggeractivated" isn't ideal as it forces activation. If there's a simpler way (or better, coding as well), I'd love to know. Many thanks.
  22. I am trying to hold troops in place until the helo is within 100m to speed up loading. This is for a basic helo transport practice mission I am working on. Right now the way the synched waypoints work the fire teams are running around on approach, sometimes toward the helo while I am still approaching, and it takes forever for them to load. I want to have a guard or hold waypoint that releases once the helo is close. This would keep them right on the PZ until I am nearly landed. I have tried searching and find it tedious. The wikia sucks so far when looking for editing info.
  23. Hey guys I am having a problem with the triggers in Eden Editor. I downloaded the game about a week ago, but I have about 300 hours in Arma and I never had an issue with the triggers. The problem I now have is that, although I can change the type of the trigger, I cannot change the Activation settings. I have tried the windowed mode, as someone has suggested, but it worked only once and now I cannot change it at all. I have also tried playing without mods and nothing seems to work. Do you know how can I fix it?
  24. Okay due to some things i forgot to check yesterday i've now made some final changes. NOTE: it's made based of RHS, it will replace the weapons that FIA are using, advise to not use it in a manner that affects the player. *Moved the shuffle statement of all the arrays to be before the arrays are doubled *it now grabs the items the unit is carrying before they're wiped and re-adds them at the end of the script *it now adds ammo for the GP25's and M203's *if the weapon to be given is in the LMG list the unit will now get a kitbag for the ammo *if the unit gets a RPG-7 with or without a PGO it will receive a RPG pack https://pastebin.com/MikjXBqc So i am trying to make a script that will replace the weapons of the opfia that spawns in a mission, it identifies them by what weapon they have and checks if they have the rpg32 and replaces it as well. The problem i am having is that i can't seem to make it run, the script itself should work even if it's not a class A example of a code, so if anyone would be so kind to take a look over it and tell me how to trigger it that'd be swell!
  25. Hello again. Today I'm in a situation where I want the player to move to a certain spot/trigger location where an enemy patrol (2 units, variable name patrol1) will spawn down the road a ways and follow a set of waypoints. How would I go about doing this? Again new to all of this, please be understanding!
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