Arma 3
Actionbuilder
Raunhofer  [developer] 28 Nov, 2017 @ 10:54pm
Technical Support
Can't get your Actionbuilder system to work? Describe your system here and let's see if I or someone else could help you out.

If you have troubles with spawning, try enabling debugging: add a trigger, set condition to "true", set onAct: "RHNET_AB_L_DEBUG = true;" and try the spawning again.
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Showing 1-15 of 37 comments
STLassen 29 Nov, 2017 @ 11:11am 
A couple of things.

  • The way I understand it, using triggers, activates APs both when a synced trigger is activated and deactivated (accomplished using "Repeatable" in the trigger).
    This, however, make the AP do the same thing, whether or not the trigger is activated or deactived.
    Are there any way to have different actions happen, depending on whether the trigger activate or deactivate?
    Maybe you could have a WP synced to the AP that gets activated when the trigger activates and an other WP synced that activates when the trigger deativates. I don't know if it is feasiable.

    As an example I tried to set it up so when the player enters a trigger area, units spawns in, and when the player leaves the area, the units despawns.

    I did the above placing two triggers on top of each other, have one activate when the player enters it, while the other activates when the player leaves it. The second one is then synced to a Remove Group WP.
    That works, but I have to place two trigger areas every time.

  • An other, but related, thing I've tried to do, but can't figure out if is possible, is to have units automatically despawn when players are some distance away from the units.
Raunhofer  [developer] 29 Nov, 2017 @ 12:36pm 
- You can "despawn" units with waypoint type ACTION: REMOVE GROUP. You can set this waypoint to be "high priority" and sync it to a trigger that monitors the player leaving the area (or being too far away). When the trigger activates -> the group is removed.

- Waypoints cannot be synced with APs.

- Actionpoint only listens on trigger activation (the moment when its state changes). AP doesn't know was the trigger triggered through activation or deactivation. This is the same reason why repeatable triggers may be a bad idea as the AP may trigger multiple times (trigger going TRUE, trigger going FALSE).

I hope this helps.
Last edited by Raunhofer; 29 Nov, 2017 @ 12:36pm
STLassen 29 Nov, 2017 @ 12:53pm 
Yes, thanks. Pretty much how I figured it works.
von Graf 30 Nov, 2017 @ 1:53am 
Is it possible to connect TWO APs to ONE trigger?
Raunhofer  [developer] 30 Nov, 2017 @ 8:52am 
@von Graf it sure is. No limits.
[BBE] Neptune 11 Mar, 2018 @ 1:57pm 
- Looks like the repeating module spawns groups regardless at the beginning of the mission even if the bolean is not set to true. Tried setting the bool to false through the init.sqf, no difference. Works as advertised afterwards

- The Repeat interval is half of what is set in the module. Example: set 60 seconds, it repeats after 30.
Last edited by [BBE] Neptune; 11 Mar, 2018 @ 2:07pm
Raunhofer  [developer] 12 Mar, 2018 @ 9:10am 
It is probably your Actionpoint spawning the units, not the repeater. Repeater functions only after the actionpoint, so basically it should spawn 2 groups if the repeater got activated.

That timer thing is surprising as I'm using the default waiting method given by the game. I'll have to investigate that.
[BBE] Neptune 12 Mar, 2018 @ 2:25pm 
So how do I keep units from being spawned initially when using a repeater.
Raunhofer  [developer] 13 Mar, 2018 @ 10:04am 
Restrict the actionpoint with a trigger. Same way as you would do without repeaters.
Matth 19 Jun, 2018 @ 12:52pm 
Hi ! Firt thank you for your work.

I got an issue, to validate an objective the player need to kill a specificate target that is spawning with your system. But since it is not present at the begining the trigger that activating itself when the unit is dead start instantly. I wan't figure out a way to activate the trigger once the unit is killed after it spawned.

Thanking you in advance for your help.
Raunhofer  [developer] 21 Jun, 2018 @ 11:20pm 
Hi, you should not create objective-critical units with Actionbuilder. The units spawned are clones of the original editor-placed units, not the original unit. That's why your trigger may not work.
Reaper™ 3 Jul, 2018 @ 6:36am 
Hello,

So far this mod is great. A bit of a learning curve but good. I’m a novice mission maker at best. One thing that I was wonder if it possible with your system. I placed a AP synced with a trigger and a portal synced to AP, it spawns in opfor as well as a table with documents and a laptop. My question is, is it possible with your system to have blufor (after killing OPFOR) get to the laptop and documents and “collect intel”?
Raunhofer  [developer] 3 Jul, 2018 @ 7:14am 
Well it is possible, but it may be better to do it with the in-game waypoints. You can spawn the units, add some waypoints and add one waypoint for collecting the intels (MOVE). Then you must restrict that waypoint with a synchronized trigger so that the waypoint is usable only after the OPFOR is killed or some other condition (restrict with the trigger's conditions). After that the BLUFORs will move to the waypoint. You may want to make the intel waypoint "high priority" from the wp's properties, so that BLUFOR will automatically pick it as soon as possible.

However, usually it is best to use Actionbuilder with units that are only there to be shot at. I.e. no mission critical units.
Last edited by Raunhofer; 3 Jul, 2018 @ 7:17am
von Graf 23 Jul, 2018 @ 4:29pm 
Is it possible to spawn a trigger by using a trigger-actionpoint-potal combination?
Raunhofer  [developer] 24 Jul, 2018 @ 1:10am 
Unfortunately you can't spawn triggers.
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