I just realised (more like, noticed to my surprise) that AI's spawn in the same places each time. So my initial question about stopping them from roaming into an area within a grid is pointless, because they spawn right in the middle of that area lol. I've added a custom grid setting with zero...
Sarge, is there a way to delete an AI if then enter a trigger (its a 50x50 area). I don't want to turn that grid off totally, just delete them if they enter this one spot :D
Really? I have 20+ players on my server who will prove you wrong, right now... if its stupid , use another debug, this thread is for my debug monitor which requires a hotkey. Most people hate the always on version btw, they should have the option of turning it off.. Not everyone likes it!
If you don't need the admin debug, then turn it off and use another debug monitor. Also ask the author of the Admin Tools whether they are using my latest release of the debug monitor. I don't provide support for the old version and I don't help with customising it either, or I'd be here 24/7...
Yes, that's what I thought. But being relatively new to arma scripting too, I thought FGLock knew what they were talking about. Oh well... Back to the drawing board :p
I've tried this in the trigger condition:
isServer && (vehicle player) in thislist && {((getPosATL player) select 2) < 20};
Nothing happens.. So I tried the if (isServer) in the action , and then in the script itself, again with no result. I'm starting to wonder if what I'm trying to achieve...
Nope, I assumed that was only the case if I set the repeating to 0 , which according to the in-game editor is activate once ? Both myself and other players are getting the message even when more than one person is in the trigger?
Much appreciated. To answer your questions:
Trigger set to repeatable , yes. Trigger set to react on players only, yes. Where do I create the trigger? in the mission file. The trigger is run on the client machine, I don't know how to create server side triggers yet :(
My trigger as...
Sarge.. On the subject of diag_log , do you have any idea how i can force my script to save it server side..
diag_log format ["SAFEBASE: %1 entered the safe base",player];
Isn't saving to the server rpt and I've no idea how to achieve this via the script that is being activated by the trigger.
it's definatly running locally, because I've tried diag_log and even if(!isServer) exitWith {} and it either exits with nothing (as expected if running locally) and saves nothing to the server log. I've pretty managed to figure out the Arma scripting language but this one area is stumping me, I...
I've got a script that is executed whenever a player enters a trigger. The script simply reads:
player sideChat "I'm entering the trading zone!";
For some reason this does not display a message in the SideChat. I've tried several other methods found during my searches and non of them work...
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