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pierremgi

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About pierremgi

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  1. Triggers can be server only. In this case the activation code runs on server only. May need some remote execution for desired effect on another PC (client), depending on how argument(s) and effect(s) work in commands of the code . May be not so handy. Non-server only triggers are firing locally but the code runs everywhere the condition is met. Blufor Present, anyPlayer Present are met everywhere. bob inArea thisTrigger , bob in thisList (need pre-condition like above) are met everywhere bob is defined (everywhere if variable name in editor) but: player inArea thisTrigger, player in thisList fires on player's PC only Then, the activation code itself is effect global whatever the edited trigger is (see more info : makeGlobal in createTrigger command). That means all PCs will be finally sync about the effect of the code. If you need a specific effect on a specific PC (using local effect commands), you need to script the makeGlobal false version of the createTrigger command.
  2. vehicle someDude == daChoppa or for any helo: vehicle someDude isKindOf "helicopter" //(but works also for parachute, as chutes are helos in arma. You can add a filter if required)
  3. That's because your ship is server local. When you remoteExec addaction for all clients, it's OK but the script of action itself stays local: run on client who called the action. As your boat is on server, you need to remoteExec (on server : 2) also each command of this code which have a local Argument (LA), as setVelocity Simple as that. Note: Now, if you have another player as driver, waiting for your push, he is the owner of the boat. You need to remoteExec setVelocity on his PC, where the boat is owned (target for remote exec is _boat) not tested.
  4. Schatten's code works for me. You need to wait for the delta time you set (here 10 sec), even at start. Cond. : this && {time - (thisTrigger getVariable ["ActivatedAt",0]) > 10} example on act: thisTrigger setVariable ["ActivatedAt", time]; hint str time As said above, my code works only for repeatable triggers except for radio triggers which don't have deactivation code.
  5. Welcome to forum. Which sound? How do you run it (playSound or else)?
  6. With a radio trigger thisList is always equal to [] (there is no preset condition like blufor present), so you can't refer to this variable. thisTrigger works. So, you can sort the units in a trigger area: {_x playMoveNow "AmovPercMstpSnopWnopDnop_exercisePushup"} count (allUnits select {_x inArea thisTrigger}); Note: count is little bit faster than forEach... but you must check the inside code don't return a variable. Here playMoveNow returns nothing. So, cool.
  7. A lot of work for something automatic. Groups are divided in "infantry" "armored" "mechanized" "specOps"... just for Vanilla Arma . That get worse with mods and DLCs when authors chose totally different class names. Few of them stick to BI classification. Furthermore, if you set your custom group, there is no more classification. Another way could be a check for type of vehicles in group...
  8. No need for mod. Since 2.04, just use : this setCombatBehaviour "CARELESS"; on commander. He will not turn in. Tested on Marshall APC. Note: Works only on commander, so far.
  9. 9y old script! https://forums.bohemia.net/guidelines/ In MP, you could allow spawn of tent + fire camp, why not, but you can't accelerate time for one player only. It's weird.
  10. You are using mod(s), at least for map, so difficult to help. Your code (null = is useless) : this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }}; applies to pilot. gl must be a game logic (I think it's OK). 0 is the weapon index , and probably refers to the flares. Try 1, 2,... Not sure the action "useWeapon" is OK for a plane. You can try a simple "destroy" waypoint, and a this reveal [t6,4]; to make sure the pilot is aware of the target.
  11. pierremgi

    AssignasCargo work once..

    Transport Unload AI Group Vehicle Management Perhaps use (re) addVehicle before attempting to re-embark. (not tested)
  12. private _vehicles = nearestObjects [player, ["Ship", "LandVehicle", "Helicopter", "Plane"], 200]; _vehicles = _vehicles select {getText (configOf _x / "vehicleClass") != "Autonomous"};
  13. pierremgi

    AssignasCargo work once..

    Could you elaborate how/where you script all the stuff?
  14. pierremgi

    AssignasCargo work once..

    grp5 or grp4 ?
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