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pierremgi

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About pierremgi

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  1. pierremgi

    [SOLVED] Waypoint Trigger help

    If you're speaking about MGI module Spawn Groups attack, yes. You just need to build your group in editor, as you want, with the loadout you want for each unit/vehicle, then link one of the unit to the module. Don't forget to set the side, the repetition, condition... and the spawning area(s) you want in module. Documentation is here: MGI ADVANCED MODULES by Pierre MGI
  2. pierremgi

    [SOLVED] Waypoint Trigger help

    The trigger activates when an indep unit enters its area or spawns in. This trigger must be deactivated before it runs again (rearmed). So, your first unit/group must leave the area or must be treated for exiting thisList (need a variable for example). What I suggest: 1. If you know how to apply a code on spawned unit/group by your spawned module, add your waypoint this way (no trigger). I don't know if these units/groups are identified somewhere. 2. Far simpler : use MGI advanced modules, especially spawn Groups attack which allows you any group(s), of any side, of any mod, and any behavior (not only attack)... and code straight in module (here just write : (_this #0) addWaypoint [getMarkerPos "TaskAssault_Mark",0]; in code for group(s) field.) Simple as that. 3. Try to hack your spawned group. Name your trigger (the area one, say: spawningZone) addMissionEventHandler ["GroupCreated", { params ["_grp"]; _grp spawn { params ["_grp"]; sleep 0.5; if (side _grp == INDEPENDENT && units _grp inAreaArray spawningZone isNotEqualTo []) then { _grp addWaypoint [getMarkerPos "TaskAssault_Mark",0] }; }; }];
  3. That doesn't exist. Try in init.sqf but remove the if (!hasInterface) exitWith {}; if you test on dedicated server. (or place this line after if you are sure you need it for something else). All line with player (createDiaryRecord) should be in initPlayerLocal.sqf
  4. if (!hasInterface) exitWith {}; means dedicated server are out. That means you can't apply from server some MEH for playable (non-played units, but respawnable by Arma engine) as far as they stay on server. As rule of thumb, all codes for player should be in initPlayerLocal.sqf (initPlayerServer can help when code concerns player but should run on server. Some commands need that). player is defined straight in initPlayerLocal.sqf Init.sqf is fine for general code, in accordance with Initialisation_Order every time a code must run on every PC (and it runs locally each time a player joins. then, if a command/function is Effect Global, you can have multiple times for this/these effect(s) ).
  5. Well, I don't know why. Try: addMissionEventHandler ["entityRespawned",{ params ["_new","_old"]; if (_new isKindOf "CAManBase") then { [_new,face _old] remoteExec ["setFace"]; [_new,speaker _old] remoteExec ["setSpeaker"]; } }]; just to be sure.
  6. init.sqf is OK. The MEH is LE (local effect) and the commands are also LE, so, in init.sqf, the code fires everywhere, locally. That doesn't hurt without interface like dedicated server.
  7. addMissionEventHandler ["entityRespawned", { params ["_new", "_old"]; if (_new isKindOf "CAManBase") then { _new setFace face _old; _new setSpeaker speaker _old } }]; If this MEH already exists, you just have to add the code (with the right variables)
  8. [_this] is probably undefined here. change _this variable for this (group leader in waypoint activation field), if I understand your context. I'm not using CBA, so check for leader or group and point at the right thing.
  9. I can't say how jebus work. We can't speak about limitation so far. Probably due to commands used for setting face (setFace?) and voice (setSpeaker?) , which are both Effect Local so you need to remoteExec them everywhere.
  10. Probably because your predators are enemySide (renegade) and not OPFOR... Could you elaborate which side or in which context these units are killing teammates? If you want to prevent unwanted collateral damage for OPFOR only, the EH handleDamage is a good way. Are you sure you apply it on units you want? Are you spawning them? For edited ones: { _x addEventHandler ["HandleDamage",{ params ["_unit", "", "_damage","_source"]; if (side _source isEqualTo EAST) then {_damage = 0}; _damage }]; } forEach units OPFOR; If you spawn them, you need to apply the EH on them also.
  11. Hello, Not sure to understand your problem. If you are sure that the spawned group in named grp_predator, so, I can't see why you couldn't make Yautja1, ..2, ..3 join it. joinSilent is a GA GE command, so you can make it work from anywhere. First thing to do is verify this group exists with it's name grp_predator, before you try to join some extra units. By the way: When you spawn a group with another function than yours (if yours, you can easily add a code on it), and if you don't have a name for this group, you need to wait for some group created. The useful event handler, here, is the MEH "groupCreated" In init.sqf: addMissionEventHandler ["GroupCreated", { params ["_group"]; if (your condition here) then { do something on this group}; }];
  12. Far less. I'm busy these weeks.
  13. hello i have a trouble  please help me :

    trigger:

    call{_tgp1 = [getPos ens1, east, (configfile >> "CfgGroups" >> "East" >> "OPF_G_F" >> "Infantry" >> "O_G_InfSquad_Assault"),(configfile >> "CfgGroups" >> "East" >> "OPF_G_F" >> "Infantry" >> "O_G_InfSquad_Assault")] call BIS_fnc_spawnGroup; _tgp1 deleteGroupWhenEmpty true;  
    _wp1 = _tgp1 addWaypoint [position twp1 , 0];   
    _wp2 = _tgp1 addWaypoint [position twp2 , 0];   
    _wp2 setWayPointType "SAD";
    hint "Enemy Group Spawned";}

     

    how i cane delete the ai spawned without delete all ai opfor in the map

    i use this in other trigger  but delete all opfor

    {if (side _x == opfor) and distance "ensi1" < 300 Then {deleteVehicle _x}} forEach allUnits;

     

  14. 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.
  15. 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)
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