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#1 Posted at 2014-04-23 00:02        
     
well. basically. nopop doesnt do anything. and im kinda at a loss.
i tried to find multiple scripts like the one at the ticket from feefback tracker, http://feedback.arma3.com/view.php?id=11978
and basically went throug page 5 or 6 of this google search. https://www.google.nl/search?q=nopop&oq=nopop&aqs=chrome..69i57j0l5.3397j0j9&sourceid=chrome&es_sm=93&ie=UTF-8#q=arma+3+nopop+scripts

all i want is that the targets stay down when they for example hit a trigger.
so because i have experience with how detailed you guys want something it should look like this,
player enters trigger. player shoots target. target stays down. completes the course. exits the trigger. targets pop back up.
or a manual pop up would work too.
any one any ideas? or an idea for when they are gonna fix the nopop = true ?

with kind regards,
serdiss


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#2 Posted at 2014-04-23 12:16        
     
Yar they changed it you need to use this to make them stay down:

this animate["terc", 1];

This will bring them back up:

this animate["terc", 0];

I've created this script that makes them stay down once shot:

https://www.dropbox.com/s/j6nf9v2b1xuocjc/Intel%40TargetsDown.Stratis.rar


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#3 Posted at 2014-04-23 18:25        
     
# big_wilk : Yar they changed it you need to use this to make them stay down:

this animate["terc", 1];

This will bring them back up:

this animate["terc", 0];

I've created this script that makes them stay down once shot:

https://www.dropbox.com/s/j6nf9v2b1xuocjc/Intel%40TargetsDown.Stratis.rar

thank you very much for this. i have 1 tiny problem tough. for me when i do the exact same thing you have in your mission, it doesnt seem to pop them down when you shoot them. they DO pop up after hitting the trigger. but after being shot they just get deleted.
and also. this seems to spawn the targets on the ground. is there a way to respawn the targets back wherei had them? some of them i have floating to simulate buildings.

This post was edited by serdiss (2014-04-23 18:33, ago)


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#4 Posted at 2014-04-23 21:18        
     
I thought nopop now just seems to disable popup/down automatic animation.

so I just place one hit eventhandler on each target

nopop = true;
{_x removealleventHandlers "Hit"; _x addEventHandler ["Hit", { (_this select 0) animate["terc", 1];}];_x  animate["terc",1]} forEach [t1,t2,t3,t4];

They should stay down until reset using the appropriate

Down
{_x  animate["terc",1]} forEach [t1,t2,t3,t4];

up
{_x  animate["terc",0]} forEach [t1,t2,t3,t4];


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#5 Posted at 2014-04-23 22:13        
     
# F2kSel : I thought nopop now just seems to disable popup/down automatic animation.

so I just place one hit eventhandler on each target

nopop = true;
{_x removealleventHandlers "Hit"; _x addEventHandler ["Hit", { (_this select 0) animate["terc", 1];}];_x  animate["terc",1]} forEach [t1,t2,t3,t4];

They should stay down until reset using the appropriate

Down
{_x  animate["terc",1]} forEach [t1,t2,t3,t4];

up
{_x  animate["terc",0]} forEach [t1,t2,t3,t4];

if i try this and just put it on a target. it spawns down and doesnt pop up?


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#6 Posted at 2014-04-23 22:58        
     
nopop does not seem work the same as in A2.

I got round it by adding EH's like that as well.


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#7 Posted at 2014-04-23 23:07        
     
You choose which and when to pop up the target using
t1 animate["terc",0];

t1,t2,t3,t4 being the target names.

you can select the target randomly, this is an extreme simple example

script
save at simple_targets.sqf
{_x  animate["terc",1]} forEach [t1,t2,t3,t4];
while  {true} do {
targ = [t1,t2,t3,t4] call BIS_fnc_selectRandom;
sleep 3;
targ  animate["terc",0];// up
sleep 3;
targ  animate["terc",1];//down
};

to run the script place null=[] execvm "simple_targets.sqf" in a Radio trigger

Can't test right now so there may be issues.

This post was edited by F2kSel (2014-04-23 23:14, ago)