How to setup a Rescue Task in Your Scenario!

  Рет қаралды 1,117

Gunter Severloh

Gunter Severloh

Күн бұрын

Пікірлер: 9
@brucexl9298
@brucexl9298 2 жыл бұрын
Thanks Gunter, picked up some more tips for mission building. I like the remove from group option rather than doing it in zeus.
@Gunter_Severloh
@Gunter_Severloh 2 жыл бұрын
ya the grpnull; is usefull depends on what your looking to do.
@brokenfingergaming
@brokenfingergaming 2 жыл бұрын
Awesome bud
@Gunter_Severloh
@Gunter_Severloh 2 жыл бұрын
Thanks man!
@Gunter_Severloh
@Gunter_Severloh 2 жыл бұрын
Important Note: ============= Letting you guys know that if you decide to use multiple instances of the trigger that the scientist is in, then put this code in the condition of the trigger ((this) and {pow1 inArea thisTrigger}) type it in dont copy and paste. So what that code does is, the code checks to see if the scientist is in the trigger, if hes not then the trigger wont activate, if he is then the trigger will activate or trigger.
@ellis6275
@ellis6275 2 жыл бұрын
That you very much for your tutorials ! Very useful and informative ! I am sorry for non related question, I just don't know where to ask. There are 2 objects on the Weferlingen map that completely ruin the AI pathfinding - "GF_gm_fence_border_gssz_70_600" and "land_gm_wall_vehicleditch_700" Is there a way to remove or hide these terrain objects from the entire map using a script ? Thank you !
@Gunter_Severloh
@Gunter_Severloh 2 жыл бұрын
Thanks! To actually remove objects from a terrain you would need to actually edit the map, you need terrain editor for that, best ask the author about that. There is another way but it just hides the objects i dont think it would help with function of ai pathing though, its a module that can be used to hide grass, trees, ect,. look under modules, the icon on it is of a tree, but i dont think that will work but worth a try.
@ellis6275
@ellis6275 2 жыл бұрын
Yes, it works, the AI moves freely through the hidden objects without any problem. The problem is that there are hundreds or maybe thousands of these objects on the map (the border that divides the map into 2 zones) I thought maybe the script could automatically hide these objects on the entire map? Thank you again !
@Gunter_Severloh
@Gunter_Severloh 2 жыл бұрын
@@ellis6275 You can probably do it with a trigger, suggesting looking on the Arma 3 wiki under arma 3 commands or function, and look for hide, or hideobject, script could probably do it to then you would need to write it.
How to Setup the Support Modules!
21:03
Gunter Severloh
Рет қаралды 9 М.
How to use the Left (Entities) Panel in the Eden editor
16:49
Gunter Severloh
Рет қаралды 741
Tuna 🍣 ​⁠@patrickzeinali ​⁠@ChefRush
00:48
albert_cancook
Рет қаралды 148 МЛН
She made herself an ear of corn from his marmalade candies🌽🌽🌽
00:38
Valja & Maxim Family
Рет қаралды 18 МЛН
How to Make an Arma 3 Operation & Avoid a Fustercluck
29:06
Rimmy Downunder
Рет қаралды 484 М.
Arma 3 Tutorial placing support modules/ Using them
11:44
Raider Nivide
Рет қаралды 1,4 М.
Quick Tip: Basic Tasks - Arma 3 Eden Editor
9:08
Praxeas
Рет қаралды 27 М.
Arma 3 | Create task from intel pickup!
4:36
Fells
Рет қаралды 37 М.
ARMA 3: In A Nutshell
10:43
Starcat
Рет қаралды 225 М.
Explosive AI Ambush Tutorial for beginners | Arma 3 Eden Editor Guides
11:39
Tuna 🍣 ​⁠@patrickzeinali ​⁠@ChefRush
00:48
albert_cancook
Рет қаралды 148 МЛН