Hey dude I’d just like to say thank you for making these vids bro you have inspired me to start making my own Arma 3 vids also little request Do you now how to make a unit fire by trigger activation If you could it would help a lot
I just realized, you can probably make a script on INIT for each unit of a group or a series of groups (squads), that adds cable ties or perhaps backbacks with cable ties. This way if you've already placed a bunch of units into the editor, you don't have to delete each one the units or groups to add the materials you want, you would simply just add them in mass at the initialization of the mission to the specific groups or units within those groups. Obviously using the {} forEach [] event handler. However, I think I recently tried this and failed, I wonder how this would be done properly without errors.
I have a question, Im new in this whole editor world and my english is terrible so Im sorry :D Question: Why wouldnt you use a simple condition: s1 inArea trig_1 && r1 inArea trig_1; (while giving that trigger a variable "trig_1")? I find it more simple :D And "thisList" just doesnt work for me sometimes. I tried to use "s1 inArea thisList && r1 inArea thisList;" and that didnt work, thats why I gave trigger a variable and used variable of trigger instead (im making missions for multiplayer dedicated only) edit: Im stupid, you explained in your video why "thisList" didnt work for me some times = because I didnt set anything in activation. I though that "thisList" refers to area of the trigger :D :D... but stil there is a question why do u use "call" and brackets or how do you call it. {} , instead of simple: variable_of_unit in thisList AND variable_of_second_unit in thisList;
From Bohemia Interactive. Old Man modules were designed for Single Player and are unlikely to function in coop or multiplayer. See their post here: forums.bohemia.net/forums/topic/231947-old-man-coop-mission/