#Final Biologic Help
1 messages · Page 1 of 1 (latest)
How do I do that?
rightclick the waypoint and go to log, position to clipboard
ah
[4429.54,9567.44,0]
is Wp1
[4847.27,9105.22,3.05176e-05] Wp2
i have the mission on normal
veteran cant see the waypoint on scenario
[5916.33,8639.08,0] Wp3 (the last wp)
ignore this, I can change this manually irregardless of difficulty
so what I'm going to show you is how to create the waypoints dynamically, when the first trigger is activated. then the engine takes care of advancing the waypoints until the 3 are done
is this going to be a solo player? or is there any chance that there are going to be other players/units in his group?
nvm i'll just filter it
put this in the first trigger. we only need 1 trigger:
if (leader player == player) then {
private _wpPositionsAndTypes = [
[[4429.54,9567.44,0], "MOVE"],
[[4847.27,9105.22,0], "MOVE"],
[[5916.33,8639.08,0], "MOVE"]
];
_wpPositionsAndTypes apply {
_x params ["_pos", "_type"];
private _wp = group player addWaypoint [_pos, -1];
_wp setWaypointType _type;
_wp showWaypoint "NEVER";
};
};
so im back i was on wc
this will build all 3 waypoints when the first trigger is activated. they will NOT show in the map, but WILL show in 3D
as they are completed, it will auto advance
if you wish to change the completionRadius you can add in:
_wp setWaypointCompletionRadius 30
i think... 60 players? haha
so they are individual groups? or just one group
waypoints are done on a group system
Each player is the leader of his own group.
then this should be fine
so whats now
if that is your starting trigger
yes
just put <#1305222989654003823 message>
into the on activation box
its "from opfor sepctatet okey?
that would mean that if another player entered, even if you werent in it, it would make the waypoints
from "..." discovered
also, there isn't anyone on the other team right?
just opfor? and all "survivors" of your zombie thing?
They are only Opfor players
ok then you are fine. keep it Any Player
now each player as they enter, they will get the waypoints added
The survivors have the mission to find their equipment at the destroyed convoy and then survive and leave the island in a random sector that they fight around the island
you can test this by turning off battleeye, and starting the game twice. then joining the first one after they select play in multiplayer from the editor
it will show up in LAN
I have several servers to test. If you want to test something or something like that, you can ask me, I'll open a server for you as a thank you
i'll keep it in mind. I don't really play much or make scenarios much anymore. i more make things so that others can make things easier
like Modules Enhanced
i should add a DE translation for it
actually, what language are you? swedish? fin?
now test the other waypoints, keep going
if im in the trigger a waypoint shows up
so i know i got everything you wanted
yeah, thats the first position you gave me
private _wpPositionsAndTypes = [
[[4429.54,9567.44,0], "MOVE"], <-- Thats this one
[[4847.27,9105.22,0], "MOVE"],
[[5916.33,8639.08,0], "MOVE"]
];
So, I run into the trigger and a waypoint appears. That's good. But how do I use a position there now? The ones I copied out, for example. The trigger could now theoretically come into the flight path of the aircraft. Then the waypoint appears for the paratroopers where they have to land. If you have landed there, how do you find the other 2 waypoints?
remember to remove the editor waypoints
and to find the other 2 waypoints, they have to progress through the first waypoint
it only shows them in progression
brb, bathroom
Can I add a waypoint label?
"DROP ZONE" by the 1st (waypoint name)
& I have a 2nd problem with triggers. I manage to open a vehicle that I have previously completed in the editor via a trigger, but if I want to close it via a 2nd trigger, the players can still get out, which annoys me
i used this code: C_SpawnPlane setVehicleLock "UNLOCKED";
C_SpawnPlane setVehicleLock "LOCKED"; but it dosent work after unlocked one time
Can you create the distance it takes to successfully complete the waypoint? because by the plane he automatically executes all waypoints under 2km so that only the 3rd is left
like you need to be 100meters or 10meters or somethink like that.
however, if you give it a smaller value than the objects precision value, then it defaults to that value.
like this?
if (leader player == player) then {
private _wpPositionsAndTypes = [
[[4429.54,9567.44,0], "MOVE"],
[[4847.27,9105.22,0], "MOVE"],
[[5916.33,8639.08,0], "MOVE"]
];
_wpPositionsAndTypes apply {
_x params ["_pos", "_type"];
private _wp = group player addWaypoint [_pos, -1];
_wp setWaypointType _type;
_wp showWaypoint "NEVER";
_wp setWaypointCompletionRadius 30
};
};
semicolon after 30
?
_wp setWaypointCompletionRadius 30;
Nevertheless, he unfortunately switches to the next one after 1km. but i think thats not a problem i will change the plane route
is this one of those, plane crashes, then mission start survive type things?
Not directly. The aircraft acts as a spawn point. You choose a playable character (survivor) and when you die, you go to the lobby and take a new one. So if you play solo you have 60 attempts
To escape from the island. If you're not fast enough, the plane will run out of fuel and crash and so will your changce for another life.
outfit and military convoi
still not working.. (the meterscale to activate the waypoint)