Lol seriously?
We use a civilian not present trigger and after hours of narrowing it down between objects on the map we find.
"if a car has no one in it, arma considers that car a civilian...
So, say you have a car sitting in the middle of your trigger.
a random player parks a car in your trigger and leaves it.. etc..
That trigger will never go off again until that car car either gets a driver, is destroyed.. or is moved out of the trigger area.
This makes the civilian not present trigger, all but pointless if you want to use it in any kind of decent sized radius.
The variables become completely unpredictable during play.
so you either go to lengths to fix the problem manually over and over throughout the game..
Or just find another way to do it? lol..
Point im at is: teleporting a man into the driver seat, that is in the trigger area every time the car respawns..
the car is part of the reward you can get, for raiding the main base and living to make it out.
It's loaded with guns ammo etc. so It's important we keep it for variety.
The car needs to be able to be taken. so the ai is disabled inside it.
he's easy to kill but he can detect you as well and killing him also sets off the trigger.
Base has civilians inside, who are hostages and can be saved for rewards.
when no civs are preset within about 1200 meters, the trigger brings back in more civs who can be saved again.
The trigger area, men,vehicles, etc, reset themselves, to go again next time.
But this situation is still unreliable.
if someone so much as parks a car in the trigger and leaves it..
We're screwed..lol..
we need to make one of those count this list things or something for the civs I guess....
We're still getting use to those, but more and more they seem
so unbelieveably reliable.
Especially in comparison to armas own trigger design.
Which is totally flawed..lol..
getting not present triggers to work, seems to be very iffy.
this is our spawn script for those 4 civs who will respawn..
I'm sure this is no way practical but it's what we know how to do.lol..
?! (local server): exit
~1
_this = group hosg createUnit ["civilian", hosm1, [], 0, "form"]
_this addaction ["Rescue","rescue.sqs"]
_this addEventHandler ["killed", { _Killer = _this select 1; _id=([man1,man2,man3,man4,man5,man6,man7,man8,man9,man10,man11,man12,man13,man14,man15,man16,man17,man18,man19,man20] find gunner _Killer)+1; if(_id>0)then{["punishmentevent", _id] call SPON_publishGlobalEvent;}}];
~1
_this = group hosg createUnit ["civilian", hosm2, [], 0, "form"]
_this addaction ["Rescue","rescue.sqs"]
_this addEventHandler ["killed", { _Killer = _this select 1; _id=([man1,man2,man3,man4,man5,man6,man7,man8,man9,man10,man11,man12,man13,man14,man15,man16,man17,man18,man19,man20] find gunner _Killer)+1; if(_id>0)then{["punishmentevent", _id] call SPON_publishGlobalEvent;}}];
~1
_this = group hosg createUnit ["civilian", hosm3, [], 0, "form"]
_this addaction ["Rescue","rescue.sqs"]
_this addEventHandler ["killed", { _Killer = _this select 1; _id=([man1,man2,man3,man4,man5,man6,man7,man8,man9,man10,man11,man12,man13,man14,man15,man16,man17,man18,man19,man20] find gunner _Killer)+1; if(_id>0)then{["punishmentevent", _id] call SPON_publishGlobalEvent;}}];
~1
_this = group hosg createUnit ["civilian", hosm4, [], 0, "form"]
_this addaction ["Rescue","rescue.sqs"]
_this addEventHandler ["killed", { _Killer = _this select 1; _id=([man1,man2,man3,man4,man5,man6,man7,man8,man9,man10,man11,man12,man13,man14,man15,man16,man17,man18,man19,man20] find gunner _Killer)+1; if(_id>0)then{["punishmentevent", _id] call SPON_publishGlobalEvent;}}];
exit
If anyone wants to give us a heads up.. feel free..
We'd sure appreciate any insight as to a solution that doesn't involve teleportation or something.. XD