Set your game difficulty to easy. I have noticed that on hard or custom difficulties, the tasks won't be shown. Also try running this without any mods. Perhaps the issue lies there. If that's not the case, you've most likely gotten a step wrong, most likely the trigger activation. Let me know if this was helpful 👍
of all the videos out there about triggers this is by far the best and as i'm 5 days into mission making I'm always referencing it, thanks for your time & helping the community man.
2023...Still useful and yes, I'm still playing ARMA 3. BUT...in my use the " && " does not work and I have to use " AND " ...thanks for the information!🤟
I suppose this is an older video and I've tried to search for this, but alas I wasn't fortunate enough to find my answer. My problem is, that all the tasks are visible on tha map, which somewhat spoils the whole mission for my buddies. I'll bet my ass it's something real simple, but for the love of god I can't seem to find a way to do it. Cheers of any help and other than that? You gave me a pretty good idea, since I didn't know it can be used on objects as well! Thank ye!
On the "create task" module, you can find something along the lines of "module position" within the properties of the create task module. If you put that on "disabled" or "hidden" (going off of memory here) you should be all good.
Good stuff! Any idea how to customize a trigger?Like rewrite a trigger GUI, I want to hide most of my activation codes, only expose configuring code/variable.
Because of time management, I'd now work with the HideObject command You can either use a module called show/hide which simply needs to be synced with the trigger and the unit. You can also put in the attributes of the enemy: enemy1 hideobject true; and have this in the trigger: enemy1 hideobject false; The problem with this ofcourse is that the player(s) might walk right over it thinking no one is there. If you're working in a mil-sim environment it's probably not doable to do it this way. So you either got to put down some objects around the ambush site so that the players can't go in through the sides or simply leave it be and hope your enemies are well hidden enough. The most foolproof idea I can think of now would be to add an extra trigger which activates the "go loud" trigger if one of the enemies gets killed. This is what the condition would look like: !alive enemy1 || !alive enemy2 || !alive enemy3 ... If you want my help I could help you out on discord if neccesary: HOX#0571 Goodluck with the mission making!
I understand you want to make the AI shoot more agressively in terms of full auto instead of semi or burst? I did a quick search and this is what I came up with. _group1 allowFleeing 0; _group1 setCombatMode "RED"; {_x setskill ["courage",1]}foreach units _group1; community.bistudio.com/wiki/allowFleeing community.bistudio.com/wiki/setCombatMode community.bistudio.com/wiki/setSkill Try to adjust settings or change parameters in this code. You might want to change some parameters here and there to fit into your mission. Now changing AI behaviour is not limited in ArmA 3 but this specific question I think may not be directly solvable. See if you can potentially use mods like VCOM AI or LAMBS DANGER to get the AI to do exactly what you want. Goodluck with your endeavor, if you have any questions you can contact me and I'll see how I can help you.
community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands This video sets you up to be able to work with the hundreds of available commands that can be found on the ArmA 3 wiki page. I can't cover all commands separately but if you read what's in there you can most likely setup what you're trying to do. Anyways: If you have any questions I'll help you out. Cheers!
I just helped someone who wanted to update a task and create another task when a piece of intel was picked up using an action that deleted the object. The condition for the trigger is literally '!alive intel1'. I could have sent him this video instead of making him wait like 3 hours before i could help him
Condition field should be: hostage1 in heli1 && hostage2 in heli1; This should work, if it doesn't you'll have to make 2 seperate triggers which you call trigA and trigB for example. In the condition field of trigA you put: hostage1 in heli1; In the condition field of trigB you put: hostage2 in heli1; The trigger to activate the waypoint should have this in the condition field: triggeractivated trigA && triggeractivated trigB; Buuuut... Just replacing the condition of the trigger with the first condition I wrote down should probably work.