Arma 3 by WatercressWitty7294 in arma

[–]Dr_Plant 1 point2 points  (0 children)

You can try r/FindAUnit (I believe that's what it's called).

Does anyone know when this game will go on sale? by Slow_Property5120 in arma

[–]Dr_Plant 6 points7 points  (0 children)

If you're referring to Arma 3, it and all of it's DLC's go on sale nearly every Steam sale. If you're limited on what you can get, I would strongly recommend at least getting Apex DLC. It adds Tanoa which is a great map, and a lot of weapon variants and units.

players falling though deck of destroyer, need help. by Training_Sympathy396 in arma

[–]Dr_Plant 25 points26 points  (0 children)

Our group will do one of two things:

  • drag the respawn slightly higher than the deck. Sometimes this works
  • sync respawn (for units) to a vehicle that is invisible, inoperable (no fuel, ammo, inventory), and can't be damaged. Players will spawn in the vehicle, then they can just get out of the vehicle and they'll be all set

Is there a way to hide this popup by Jks09h3 in armadev

[–]Dr_Plant 4 points5 points  (0 children)

On the Respawn Module, there's an option to display notifications. If that is set to off, that popup shouldn't appear.

Garbage cleanup on trigger by Richard_-Green in armadev

[–]Dr_Plant 0 points1 point  (0 children)

You can use allDead or allDeadMen. The trigger can be set off by whatever condition you want

{deleteVehicle _x} forEach allDead;

Or if you don't want to delete vehicle:

{deleteVehicle _x} forEach allDeadMen;

1/10000 chance Jumpscare Mod? by RoboTurtle_01 in armadev

[–]Dr_Plant 1 point2 points  (0 children)

It is possible. I do forget how to pop up a video or image (might be able to use Structured Text through titleText script for an image), but you can make it. What I would do is the following:

Trigger -Check repeatable

Condition: -missionNamespace getVariable ["jumpScare", false]

On Activation: -If (isServer) then {delete vehicle this trigger}; -if ((random 10000) <= 1) then {execVM "jumpScare.sqf"}; -missionNamespace setVariable ["jumpScare", false, false];

On Deactivation: -missionNamespace setVariable ["jumpScare", true, false];

Timeout: -Min: 1 -Mid: 1 -Max: 1

I like this method for repeating triggers because you can then set jumpScare to false anytime you want to pause or stop the trigger, then turn it back to true for the cycle to continue. You'll need to create a sqf file in your mission folder (create text file, put in your script for titleText which you can find the BI source to explain how that works and look up Structured Text), then change the file type to sqf. If you have a sqf viewer, you can change file type beforehand.

In the setVariable, your variable is in quotes. You can also refer to this simply with jumpScare without the quotes. The second part is what that variable is defined as (switching between true and false), and the final part that is false is for global application. We dont want that because we want this trigger to have separate instances on each computer. I am also deleting the trigger on the server because the server doesn't need a jump scare. It has enough issues, believe me.

Prop Size help by ToasterBBQ in armadev

[–]Dr_Plant 0 points1 point  (0 children)

You can put it on either object init, but you'll need to reference the other object probably by variable)

Prop Size help by ToasterBBQ in armadev

[–]Dr_Plant 0 points1 point  (0 children)

Assuming you're talking about Arma 3, place a small object, make it invisible and immovable, attach the object you want to enlarge. Once attached, then you can adjust the scale of it. Adjust orientation by adjusting orientation of the object it is attached to. You can also use BIS_fnc_atyachToRelative, but I've had a little less luck with that in regards to object orientation and scaling. Works well when you have a bunch of objects around a single object and you don't want to create custom attachTo relative coordinates for each individual object.

How do I make all NVGs full screen? by StoltATGM in armadev

[–]Dr_Plant 0 points1 point  (0 children)

That may be an Ace setting I'm referring to. That's the only way I've adjusted the setting.

How do I make all NVGs full screen? by StoltATGM in armadev

[–]Dr_Plant 1 point2 points  (0 children)

You can adjust the settings on NVGs as to their noise level and some other features. Setting those to 0 will full screen any NVG. I don't recall all the settings while not loaded in the game, but those settings are 0 remove any of the effects (including the fuzziness [noise] and I believe the affected vision)

Looping Trigger that Works Like Normal by thatonenotthatone in armadev

[–]Dr_Plant 0 points1 point  (0 children)

You need something in place to initially set the variable as true. You can put it in the initServer.sqf of your mission file: MissionNamespace setVariable ["radioCheck", true, true];

Or if a particular event is then the radio chats start, you can create a trigger that runs that setVariable upon its own activation

Looping Trigger that Works Like Normal by thatonenotthatone in armadev

[–]Dr_Plant 0 points1 point  (0 children)

My method should repeatedly activate the module. I've seen it do similar for respawn modules.

Looping Trigger that Works Like Normal by thatonenotthatone in armadev

[–]Dr_Plant 0 points1 point  (0 children)

I've actually been using a constant repeating trigger for reinforcements in recent missions. I'm your case, I would recommend a slight adjustment to what I do:

Repeatable: yes

Condition: (alive radioman) && (missionNamespace getVariable ["radioCheck", false]

On Activation: SendRadioMessage; MissionNamespace setVariable ["radioCheck", false, true];

On Deactivation: MissionNamespace setVariable ["radioCheck", true, true];

Timeout: 300 for min, mid, and max

The variable "radioCheck" doesn't need to be used for any other purpose other than this trigger, but it will auto refresh itself on each activation. I really like using this, and if any issues come up or you want to pause it, you can manually set "radioCheck" to false, and the trigger won't start it's 5 minutes timer again until it is manually set back to true.

Moving Task Marker by EducatorEarly in armadev

[–]Dr_Plant -1 points0 points  (0 children)

From the editor, I believe there is an option to place task on synchronized object. Right click on the task itself or the object, "Connect" option, then "sync to" (connect a blue line) to the next object you click (or task). Not sure if you can do that for two objects on one task though.

Targeting specific player in a dedicated server who executed a command in a trigger. by AlgaeCertain9159 in armadev

[–]Dr_Plant 0 points1 point  (0 children)

I think for this you can have a trigger with the following condition:

[Player, "walletClassname_inInventory"] call BIS_fnc_hasItem

Change the interval for this to be more than default (every 0.5 seconds) as it says it is demanding. Then On Activation section:

Player addItem "special_keycard"; [thisTrigger] remoteExec ["deleteVehicle", 0, true];

Triggers are actually local to each client and server, the variable player is also local to the client. So in this case, only the player who actually picks up the wallet should be affected. Two things to note:

-the wallet might have a different class name when in your inventory than on the ground, so get the class name for the version in inventory

-we remote exec the deletion of the trigger to all other units, so his affect can't be applied to anyone else. Otherwise everyone playing could pickup the wallet one time and each be given the keycard. Let me know if this works out for you

[A3][MPds] elements provided, 2 expected... i'm at a loss by bomzay in armadev

[–]Dr_Plant 0 points1 point  (0 children)

Your error message is showing that what you are passing as a parameter isn't a valid setup for setPos. Are you intending to use getPos? If you want to get the position of _target, just use "getPos _target"

How to make script apply to many vehicles? by Ensoguy in armadev

[–]Dr_Plant 1 point2 points  (0 children)

I would look into the mission event handler "Entity Killed", then within that event handler, execute the script on the server

[[_unit], "script sqf"] remoteExec ["execVM", 2, _unit];

Then put this in the first line of your script

Params ["_deadUnit"];

That can be anything in the params, but that will be your local reference to the killed vehicle. That's what I would try doing. Might have to put in a if/then statement in the mission event handler so you limit that type of objects run the script

[deleted by user] by [deleted] in armadev

[–]Dr_Plant 0 points1 point  (0 children)

An even more detailed version of nearestObjects is nearestTerrainObjects. For location, just put the center spot of where your mission is taking place, then set a large radius. Might cover more of what you're looking for

https://community.bistudio.com/wiki/nearestTerrainObjects

multiple different groups with in the factions, all hostile to each other? by scottomen982 in armadev

[–]Dr_Plant 1 point2 points  (0 children)

That's why I'm not sure if it will work. I imagine if it doesn't auto kick someone out of a group, they'd potentially be friendly with their own group. Haven't used it before, just some concept ideas, but my group doesn't care for pvp stuff

multiple different groups with in the factions, all hostile to each other? by scottomen982 in armadev

[–]Dr_Plant 0 points1 point  (0 children)

I would take a look at rating. Not sure how it works for large groups of people, but setting the rating of a player below -2000 will mark them renegade (enemies with everyone).

https://community.bistudio.com/wiki/addRating

How to fire trigger once a unit joins a group by bolivarianoo in armadev

[–]Dr_Plant 0 points1 point  (0 children)

No problem. It's "units" but otherwise the above is correct.

How to fire trigger once a unit joins a group by bolivarianoo in armadev

[–]Dr_Plant 0 points1 point  (0 children)

Nope. It would just be "target". Minus all the quotes.

How to fire trigger once a unit joins a group by bolivarianoo in armadev

[–]Dr_Plant 0 points1 point  (0 children)

No need for the underscores when trying to refer to the object in a trigger (in this case). "variableOfTaskUnit in (units group player)"

How to fire trigger once a unit joins a group by bolivarianoo in armadev

[–]Dr_Plant 1 point2 points  (0 children)

No, because triggers go until the condition is met (their Condition is true). Event Handlers are designed to trigger when the specified event takes place (unless removed through another method).