This channel will mainly be used for arma 3 editor tutorials / tips and tricks. I only upload when I got something to share so don't expect daily updates... If you have any questions, suggestions or ideas drop a comment under one of the videos.
I never read the "private" messages on youtube, therefore if you have any direct questions use steam or the email below.
OnActivation in the trigger put one of these two lines... ["Mission Complete", True, 10] call BIS_fnc_endMission; ... or ... ["Mission Failure", False, 10] call BIS_fnc_endMission;
Have a look under the video at the description. Right now you use a single GBU, there is a link with the other weapon names you can change it into, might even try 2 or 3 GBU's
@@mr_jeffz7605 strike1 = []; if (isServer) then { _strike = HERE GOES CODE AND YOU SEPERATE THEM WITH ; }; Or change Bo_GBU12_LGB_MI10 into any other class names founded on: community.bistudio.com/wiki/Arma_3:_CfgMagazines strike1 = []; if (isServer) then { _strike = "Bo_GBU12_LGB_MI10" createVehicle (getpos car1);"Bo_GBU12_LGB_MI10" createVehicle (getpos car1);"Bo_GBU12_LGB_MI10" createVehicle (getpos car1);};
Thank you buddie I'm not very good and modsing or scripting bit your tutorial help me get the effect I need to make a youtube video thank you very much indeed 😊
How can I setup an objective capture task? I know the trigger is (faction) not present but I don't know how to have it so when one task finishes another appears.
You got 2 ways of doing it... 1) make a trigger with radius and make the activation the side of the enemy, so OPFOR for this example. Then at activation: put "not present", now once the OPFOR are all dead within the radius of the trigger it will complete. But if the enemy leaves the trigger radius it will also complete. 2) name the soldiers, enemy1 enemy2 etc make sure you name the variable name in the unit panel. trigger type: none, activation: none, at condition remove "this" and write down "!alive enemy1 && !alive enemy2" Now when both enemies die the trigger will shoot, can keep going forever: !alive enemy1 && !alive enemy2 && !alive enemy3 && !alive enemy4 ... This time it doesnt matter where they are, it wil only complete whenever all enemies have died. It all depends on the situation, one for clearing a barracks while the other for making sure no one survives.
It works on almost every classic army car and even on helis. (and you can even close to plane hatch) If you look at 1:48 shows up to 2:60 you see where to find and to see if it can be used on that vehicle. Hatches don't seem to be a door and the doors mostly don't open off tanks
If it is not under the features, the vehicle doesn't has it. It are like hidden features bohemia added allong the way but never really went into deeper.
So I use rhs for my paradrop but my plane never go to the waypoint. Instead it lands at another airfield or just flees from enemy and guns. I put it on careless but it still runs. Please help. I'll even show what mods I use please help.
Forced hold fire + Careless... (one without the other does not much, for example careless but then he tries to attack someone could end up in this) That is the problem with arma AI, you are geussing what it is thinking and then reacting to that... That is the reason why in this video I use unitcapture and play, so the plane always uses the same path. Also you can make use off : community.bistudio.com/wiki/disableAI Which disables the AI of the specific function you choose. Eke: this DisableAI "ALL"; or this DisableAI "MOVE"; disabling everything or only the movement etc.
@@billu5297 At the trigger size, at C put -1 and it doesn't matter how high he flies. First try, in hes first waypoint, double click it and put "careless" + "forced hold fire". If that doesn't work then you can use unitcapture and unitplay "only" if it is gonna be a single player mission. Unitcapture and play takes a lil time to understand but it is straight forward to do and makes you decide a premade path. So, everything you record is what the plane/heli/any other vehicle always will do... Make 2 triggers... - First: On Activation: rec = [Heli1,300] spawn BIS_fnc_UnitCapture; *Activate by radio alpha* - Second one: On Activation: rec = [] spawn Mypath1; *Activate by radio bravo* ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YNk0rfDDq8g.html You can also always download the mission file and have a look in there: www.mediafire.com/folder/vvo1ev7nqa4o4/Unit_Capture_
Huge thanks to you now I can make a mission where I don't need to Request a Air drop, Honestly Thankyou so much, I couldn't find any simple Script Waypoint air drop good thing your here to help us
There are two ways of how to do this... 1) We got the HEMTT Ammo ingame, if you place those vehicles, drive up to them ingame and look at them u get the option to rearm. 2) We could make a (mini) script. trigger 1: activation any player present, onAct: hint "Vehicle service started... Please put your engine off...";vehicle (thislist select 0) engineOn false; Trigger 2: same conditions, but now we use a timeout, and put that on 10secs, onAct: vehicle (thislist select 0) setVehicleAmmo 1; vehicle (thislist select 0) setFuel 1; vehicle (thislist select 0) setDamage 0;hint "Vehicle service complete."
Hey bro yr tutorials are great. Can you help out with a script to trigger task complete once a plane has received fuel from a tanker? It’s a mid air refuel task and I can’t find the right script to add to show the task complete after receiving fuel. Would really appreciate yr help. Cheers
@@Desperado070 thanks so much mate. I’m noobish to all this scripting but find it fascinating how you can spice up yr missions with details like this to make it more immersive. Love seeing yr tutorials man. They are great! Good stuff.
@@Desperado070 mate i tried that and its not working. i had tried it previously on the bohemia community page, is that where you got this from? anyway, it dosnt work so im looking for someone who can provide the exact script for task complete when my plane gets say 0.75 (75%) fuel. i tried replacing "vehicle" and "player" with variable names for the plane but nothing working. even tried different brackets. maybe this is a challenge eh?
@@deltadevil844 It does work, I just tested it myself... Make a trigger and put: (fuel vehicle player == 0) in the codition. Now on onActivation we gonna put something like: hint "TriggerWorking!!!" Hit repeatable, so you can test it multiple times without having to reboot mission. Now you spawn a empty car and a player, start mission and get into the car. Now click ESC and put this into the debug console: vehicle player setFuel 0; (and hit enter afterwards) At the moment you hit ESC again you will see a hint saying the trigger works. Change 0 into 1 hit esc again, then 0 back into 1 to see it work again... Also == means equal to, if you car goes from fuel 0.51 to 0.49 the trigger will never shoot. Therfor you only use them on full or empty tank and for everything else you use: (fuel vehicle player <= 0.5) <= which means if the value is lower than, shoot.
@@Desperado070 ok bro, I’ll try again. Thanks for testing it to and explaining it all in detail. I really Appreciate yr help In sorting this one out for me. 😀👍
I'd like to damage fuel to any vehicle/boat/aircraft that enters a trigger. What should the on activation script look like? (Planning to create a bermudes triangle [square] in the ocean)
@@Desperado070 i know but in this form i can use it in vehicles init or in addaction. What should it look like when i want to damage any vehicle and not just the given one defined by it's name?
@@frankwickets6464 It ain't as easy as it sounds. First off do you need to activate the trigger, if for single player missions it is easy just activate on player enters the trigger area. But if for multiple players you gonna need to activate it for every player, then make sure they don't mess with each other. Then you still have to disable the fuel of the vehicles which is easy but finding out which vehicles to damage is another ball game. You could for example give the vehicle a name, once this vehicle is in the trigger VehicleName in TriggerName (change that in the trigger condition). Then damage the fuel on that same trigger which would make it if that vehicle enters the trigger the fuel tanks get damaged. It kinda works the same as this, but now you use the vehicle as the object instead of the ammoboxes... ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TwYRJ3jgqmY.html As said you can do it in a lot of ways, forums.bohemia.net/forums/topic/221380-vehicle-detection-via-trigger/ .
@@Desperado070 found the problem. I only want half damage and was typing 0.5 which it didn't like. If I type .5 instead then it accepts it. Thanks for the response though :)
If you call the car: Truck1 Truck1 setHitPointDamage ["HitEngine", 1]; Everywhere, in a trigger? when it shoots the engine breaks. If you press ESC while in the editor ingame you can also use it in the debug console. Download the file for example mission...
Custom I5 would do already but anything higher is better. Arma is badly optimized so GHz is more important than video performance, for ram go for atleast 4 to 8 GB .
@@Desperado070 I've already created a Milsm and have an exceptional amount of people and I'm trying not to reveal my intentions over this chat. If you would rather message me on steam or discord that would be greatly appreciated, and i look forward to working with you. I would be willing to make a long term deal with you, regards to my intentions.
Name the gate: gate1 On the trigger use... OnActivation : gate1 animate ["Door_1_rot", 1] OnDeActivation: gate1 animate ["Door_1_rot", 0] Make sure the trigger "works".