You misunderstand, like i said, i don't understand what all of it means since i was never educated in programming only learning on online forums, when i say it was not what i was looking for i mean i dont have the knowledge to use it since i am looking for something i know how to use.
Edit: I don't mean that the wiki you posted is not the solution to my question, i just mean it is not useful to me. No offence
I see, thanks Stagwine. I'll look them over if i have the time. Keep making awesome missions.
Hi everyone, just want to say thanks for all the help so far.
How many corpses does it take before a mission would start to loose frames? Thinking of implementing a body remove command.
To create a trigger area that counts playable units within the area is this right?
Code:
count playableunits
What is the difference between nocoreconversations and setSpeaker "NoVoice"
No idea what the body limit is but before you reinvent the wheel, body cleanup is already ingame
https://community.bistudio.com/wiki/Desc...anagerMode
"count playableUnits" isn't a condition, conditions need to return a boolean, true or false. That would just return the number of playable units. Also for trigger areas you need to use thisList
https://community.bistudio.com/wiki/this#thisList
Code:
{alive _x} count ( if (isMultiplayer) then {playableUnits} else {switchableUnits} ) == {alive _x} count thislist
Would count all living playable units in both MP and SP games and compare them to how many units are in the trigger area, but I think if there's a nonplayable AI in the trigger it would break as "thislist" would count the AI and return more units than there are playable units.
noCoreConversations only works in ArmA2.
You mean corpsemanager is already in a clean slate mission? I thought you had to add the command to the init or desc. then it would start deleting corpses once it crosses a certain number.
Regarding the trigger, sorry i meant a trigger that would only consider at least 1 unit that was alive and playable, not every alive player.
Hi i want to make a trigger where you have to disable a vehicle but cannot destroy it. I tried using !canmove, but it still triggers when the vehicle is blown up, should add a check for vehicle health to satisfy the second condition?
(02-02-2016, 07:28 AM)Watchmen link Wrote: [ -> ]Hi i want to make a trigger where you have to disable a vehicle but cannot destroy it. I tried using !canmove, but it still triggers when the vehicle is blown up, should add a check for vehicle health to satisfy the second condition?
!canmove vehicle && alive vehicle