I agree! Maybe I'm not searching hard enough but there isn't a co-op game that I can find with such unique and complex multiplayer. I genuinely hope that such co-op can find it's way to today's games.
Most, if not all, the time I use GeForce Experience screenshot function. I bind it to one of my keys then screenshot from there. Alternatively I use screen capture function from OBS.
make sure one of the show/hide modules says hide under action and one says show. link the trigger to the one that says show and make sure the trigger says whatever side you want to under activation. if there is a none in there it wont work. Also make sure all objects etc are linked to both modules
@@LeonGremoryThat's alright since they didn't include a stupid manual. I just finished assembling the throttle and the stick. Others and I almost destroyed the 6 pin Mini Din doing the same thing as you at 55:10. It's so stupid not to include a manual for an expensive product...
To hide objects: Place the 'Show/Hide' Module Place down a trigger, set it to activate however you wish Sync trigger to show/hide module synch objects you want to disappear to the show/hide module Useful tutorial but please don't make people wait 5+ minutes to get the information they need...
Can you add two things to spawn in on the same trigger, such as an empty vehicle, and a squad or crew for the vehicle? And, can you build in a delay so for example, the vehicle spawns in first and after the specified delay, the crew?
Yes you can spawn multiple objects/entiry if you're using the Show/Hide module. You can try looking at "sleep" command, it adds a delay in the script. You'll use it as "sleep 5;" which adds a 5 seconds delay.
@@LeonGremory Can you spawn a trigger? so a trigger to detect if the units you spawn are dead/have moved away? I guess you can spawn anything if you know it's class name, right but how would you set the parameters in that trigger?
@@Steggman No you cannot spawn triggers per se. We have to activate them. If you want to use a trigger to activate another trigger, I would use triggerActivated command under the Condition in the 1st trigger (trg1). Like this, under Condition triggerActivated trg2 Where trg2 equals to the Variable Name of the 2nd trigger, you can name it however but it must in the Variable Name text box of 2nd trigger.
I think, with my shallow knowledge of scripting commands/functions, that falls into the "sleep" command. With regards to a tutorial, I don't have enough understanding of how to properly utilize the "sleep" command to make a tutorial.
Just by pressing Ctrl + RMB. I don't think any of the mods that I loaded changed the UI so that'll be the default ARMA3 TGP UI. Just make sure you have a targeting pod to be able to view it. A LITENING or a Sniper pod would do.
Hello. I love this tutorial, but I was wondering if there was a way I could let's say, have a helicopter piloted by an ai, move to a waypoint, land, and only have the ai despawn but not the helicopter?
If you’re worried about pc performance with all the enemy units, try using layers or hide/show modules. Linked to a trigger that spawns the units only when a player gets close to them.
I seem to be a year late at least, but this was incredibly helpful in explaining it. I run an Arma server and I'm trying my best but there are no really good tutorials for all the many triggers, I'll have to experiment but this is definitely helped a lot
after I operate the drone..aws can't be used..can't detect missile carrier arming..there is no missile carrier within 160 meters..how can I solve this problem
Is there anyway to combine this and the show object module so that I can have enemies spawn when the player is within a 1000m radius but the despawn/hide them once the player leaves the 1000m trigger? I can get them to either appear or disappear but not both at once so any help would be great :D thanks
Seems like you need to sets of triggers. On top of that I think you'll have to look into scripts to help you on this one. May I recommend trying your luck in the official Bohemia Interactive Discord or maybe r/arma in Reddit. Scripting opens up a whole new layer of possibilities within Eden Editor but unfortunately I suck at scripting.
My Summary of HoloMyth's character specialty as well as their difficulty: Ame: Specialty; High DPS Difficulty; Intermediate Perk; 1. Gain a dog that damage, collect, and stunt 2. Buff all weapons damage and gain Crit damage 3. Buff Crit rate and gain attack speed Gura: Specialty; Hit n Run Difficulty; Hard Perk; 1. Gain free damage and heal 2. Crowd control and damage 3. Get-out-of-jail free card ability Ina: Specialty; Sustainable Crowd Control Difficulty; Hard Perk; 1. Buff damage 2. Debuff enemy 3. Area of effect instant kill (kinda?)/ heals Kiara: Specialty; Sustainable Damage Difficulty; Easy Perk; 1. Buff damage, movement and heal 2. Reduce damage taken and invincibility for few seconds 3. Free damage while moving Calli: Specialty; High Burst Damage Difficulty; Intermediate Perk; 1. Chain splash damage instant kills 2. Debuff enemy 3. Buff damage
Just wanted to let you know that you can place down comments for yourself in the editor by right-clicking on the map and choosing "place comment". These will not show up once the mission has started, but it's very helpful when creating a mission and making notes for yourself.
I have a question once again when i buy the pack does the A-10 come with hardpoints? if you dont know what i mean it's basically having a plot to carry you're missles
I have preference turned to on for vibration but i still got no rumble when i shoot,can anyone help.ive aready changed the rumble value from 0 to 1 but still nothing,if i use other players controller setup i can get rumble from shooting from a door gunner on a helicopter..please help..i use a xbox recon controller
I got to admit, this is out of my league. You can try asking on reddit to see if anyone has a solution. I'm sure someone out there has solved similar issues like this before. I hope you'll get the solution soon.
If you find the street lamps are interfering with your NV... Just shoot the lights out. That sometimes works, not always but I found more often than not, the street lights can be shot out. Just like Splinter Cell. Have fun GG.
If you're using the Show/Hide module, you'll just do the same steps as you did with the 1st object but onto the 2nd object. If you're using the createVehicle "method", simply do a new line with Shift+Enter then do the same as the first line shown in the video. For instance if I want to use the same trigger to spawn 2x M2A2 on 2 separate marker (marker1 and marker2), the first line would be the same in the video with marker1 then I'll hit Shift+Enter which gives a new line. I would then type in "rhs_m2a2" createVehicle getMarkerPos "marker2"; That should give you 2 same vehicles but at 2 different marker, assuming you have 2 maker placed down beforehand. I would suggest against spawning multiple vehicles on the same marker since that'll have the objects clip into each other.
There are 2 modes, one is a "basic" bomb drop and the other takes data from your pylons. Check the firing mode for your bomb, does it have a little triangular notch? You should be in that mode if you're not. If you're using a JHMCS or similar, technically the ability to use the HMD ON option, it should say "I-TGT Mode" on your heads up display. Should be bottom left of HMD UI.
@@LeonGremory Yes I am in I-TGT mode. Since it said GPA data and not GPS, I was wondering if there was a vanilla vs Mod discrepancy happening. Also just tested it with GBU-31s and it still happens so it's not unique to 54s.
@@personthewat Oh shoot! Sorry I misread as GPS. Give this a try, choose 1 pylon to load 54s then choose another 1 pylon to load 31s. You should have a total of 2 active pylons with 2 unique payload (essentially 2 different class names). See if it still throws back the error. By any chance are you flying in a 2 seater?
@@LeonGremory You are the best!! Yes using copies of the exact same entry causes the problem. I also tested that it was the exact same entry and not the exact same bomb e.g. using a GBU38x3 on one side and a GBU-38 single on the other side count as different entries and allow GPS to work fine.
I'm having an issue I've set the activation as seized by independent but the moment I load it up despite the are being controlled by bluefor all the triggers activate
is there any way I can move the actual TGT window? pops up in an obstructing place, would just like to move it a little to the right corner. great video thanks
Thanks for the compliment! Unfortunately it isn't possible to move the I-TGT window, at least not to my knowledge. I've tried looking for a keybind and I've tried dragging the UI, no results.
is there a way to use the HIDE OBJECTS feature to increase FPS? I usually place several triggers around the mission area, with hopes to improve FPS by not having to load additional buildings/trees... But if I make the triggers too big, it seems to make it slower... so there must be a sweet spot.. any thoughts?
I think it highly depends on the terrain and how dense the space is. If we have a circle of 500m radius hiding vegetation in Tanoa vs the same radius and property but in Altis, the results would be different. While I'm not THAT experienced to confidently tell anyone how many objects to hide in order to improve FPS, I would say that try using Garbage Collection in Attributes > Performance to help you get back a bit more FPS when making scenarios in the Mission Editor. To me, at least, things like AI pathing and smoke/fire hurts the FPS more.