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#1 Posted at 2012-08-11 00:35        
     
I'm not sure why but I cannot for the life of me figure out this seemingly simple little problem.

I want a trigger to go off only for BLUFOR, not OPFOR. This trigger consists of a hint and a soundtrack and it is activated by a helicopter flying through an area.

Meanwhile I want the other side, OPFOR, to get a hint and soundtrack of their own, except theirs I want to be triggered by a countdown.

EDIT: I've figured out this much.

if (side player == west) then {hint "This appears for players on BLUFOR in their hints.";};
if (side player == east) then {hint "This appears for players on OPFOR in their hints.";};

This post was edited by Spades_Neil (2012-08-11 01:29, ago)

ArmA 2 | S.T.A.L.K.E.R. - Exclusion Zone Sandbox
A simulation for life in The Zone.

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Pirin  



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#2 Posted at 2012-08-11 06:07        
     
You got it, that's how it works. :) Hints are local, so need to be run on each client which allows you to do things like "Only east" or "Only that guy" gets a message.

The problem comes in with your trigger request, since triggers are run on all clients, so as long as you wrap it in your side player == you should be good.


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#3 Posted at 2012-08-11 06:52        
     
Now I need to figure out how to get music only to play for one side and have different music play for the other side.

ArmA 2 | S.T.A.L.K.E.R. - Exclusion Zone Sandbox
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#4 Posted at 2014-07-29 12:47        
     
I don't mean to start back up an older thread, but can someone tell me how I could make it to where only the unit that activates the trigger gets the notification. I will have some 30+ units/players and I want them all to get a personal notification. I would like to avoid naming every single unit if possible but if I have to I will. I'll greatly appretiate the help. Thanks in advance!

Added 2 hours 28 minutes later:

Nevermind, I got it figured out I think. This seems to be working.

Condition
player in thisList

On act.
if (player == unit_1) then {hint "Entering firing range!"}; if (player == unit_2) then {hint "Entering firing range!"} ect...

I will take better suggestions if there is some out there. Thanks again guys!

This post was edited by Batten (2014-07-29 15:16, ago)


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#5 Posted at 2017-12-09 11:45        
     
I know, old thread but I like to thank people for helping me.

I want to thank Neil, Pirin and even Batten cause I will probably use what he did later.

I had to do it slightly differently, probably because its ARMA 3 and WWII mod but it wasn't much work to fix it.

Condition in the trigger
(US_Base getVariable "owner") == independent 
where US_Base is a sector.
And in the activation
if (side player == independent) then {hint "The German minefield has not been cleared, but there are thin spots near the arrows on your map an engineer might clear"}
To show a message to the US troops that a minefield exists but it has thin spots they might clear. It has no ; semi colons, wouldn't work right with them. Weird, most of the time the game throws an error if no ; exist but this one has none.

I hope this helps someone else.