How to setup a Rescue Task in Your Scenario!

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  • Опубліковано 21 сер 2024

КОМЕНТАРІ • 9

  • @brucexl9298
    @brucexl9298 Рік тому

    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  Рік тому

      ya the grpnull; is usefull depends on what your looking to do.

  • @brokenfingergaming
    @brokenfingergaming Рік тому

    Awesome bud

  • @Gunter_Severloh
    @Gunter_Severloh  Рік тому

    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 Рік тому

    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  Рік тому

      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 Рік тому

      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  Рік тому

      @@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.