DariusBiersack 0 Posted June 21, 2016 Do anyone has some coding/script for disguising? something like thishttps://www.youtube.com/watch?v=pg4i5CW09jo Share this post Link to post Share on other sites
kylania 568 Posted June 21, 2016 Kinda depends on what you're trying to do exactly and how you want to disguise yourself. I believe you still can't put on opposing faction uniforms, but you can swap to civilian clothes or possibly even swap units entirely. How exactly did you imagine your undercover thing to go? Share this post Link to post Share on other sites
EO 11277 Posted June 21, 2016 As has been said, depends on what you have in mind.......try Rydygier's Incognito script. 1 Share this post Link to post Share on other sites
Von Quest 1163 Posted June 21, 2016 My CORE Project has Covert/Undercover Option. Place Module and turn ON. You can carry a weapon, as long as you are NOT Spotted with it in your hands. You also CAN NOT be spotted wearing a Vest or you are deemed a combatant. 1 Share this post Link to post Share on other sites
jeza 5417 Posted June 21, 2016 Maybe try set Captive: Make a trigger, and the activation field add: Unit1 setCaptive true; Unit2 setCaptive true; Bad guys should not go for you as you are seen as "hostage". After add another trigger in activation put Unit1 setCaptive false; Unit2 setCaptive false; also I think Ky did something similar a while back in arma2!http://www.kylania.com/ex/?p=98 Worst comes to worse act like bread: 1 1 Share this post Link to post Share on other sites
DariusBiersack 0 Posted June 21, 2016 Maybe try set Captive: Make a trigger, and the activation field add: Unit1 setCaptive true; Unit2 setCaptive true; Bad guys should not go for you as you are seen as "hostage". After add another trigger in activation put Unit1 setCaptive false; Unit2 setCaptive false; also I think Ky did something similar a while back in arma2!http://www.kylania.com/ex/?p=98 Worst comes to worse act like bread: I actually did look into those coding and try to make up one for myself, but i messed it all up after day of work and research :( What i was trying to do is to make a disguise script that can use by players/playable in a random generated mission (etc MCC) for stealth missions . and Here are the coding i found on web and little bit by myself , basically messed up, init: ( which works fine, for action option added on dead enemies) { if (side _x == East) then { _x addAction ["Disguise", "Disguise.sqf", [], 1, false, true, "", "!alive _target"] }; } forEach allUnits; Disguise.sqf if !(local player) exitWith {}; _Unit = _this select 0; _Unit_2 = _this select 1; _Unit_Type = typeOf _Unit; _Damage = damage _Unit_2; _Magazines = magazines _Unit; _Weapons = weapons _Unit; _Items = items _Unit; titleText ["Changing Uniform...", "BLACK OUT"]; sleep 1; // hint format ["%1", _Unit_Type]; player forceaddUniform "U_O_OfficerUniform_ocamo"; player addheadgear "H_HelmetO_ocamo"; player setCaptive true; ( Did manage to change the uniform to the above options and "disguised") sleep 2; titleText ["You are now disguised.", "BLACK IN"]; player addEventHandler ["fired",{_this exec "playerfired.sqf"}]; _x = []; // all EAST units within 10m of player { if ((side _x == EAST && (_x distance Player) < 3)) then { {_player setcaptive false}; }; } forEach allUnits; ( i dont know what i messed up here, no errors, but not working)playerfired.sqf player addEventHandler ["fired",â€player setcaptive falseâ€]; titleText ["You are exposed", "PLAIN"];(message keep poping up when i fired, tried to add if then condition, but messed up.) actually, i was wondering if i can make a setcaptive false if the captive shot east side. Thanks for all the replies :) <3 Share this post Link to post Share on other sites
HallyG 239 Posted June 21, 2016 Just dug this up- I started to this write a while a go but I gave up. I've attempted to update the script as much as possible but it should mainly be used as a starting point for a disguise script (AKA it's far from perfect): /* HallyG's Disguise Script v0.1 Put this in the units init line: this addAction ["Steal Uniform","_this call HGF",[],1,false,true,"","!alive _target AND (_target distance player) <3"]; */ HGF = { params [ ["_Enemy", objNull, [objNull]], ["_Friendly", objNull, [objNull]], ["_ID", 0, [0]], ["_arg",[],[[]]], ["_radius", 25, [0]] ]; if !(vehicle _Friendly isEqualTo _Friendly) exitWith {systemChat "YOU CANT CHANGE CLOTHES WHILE IN A VEHICLE!"}; if (({(_x distance vehicle _Friendly) < 3} count _Enemies) > 0) exitWith {systemChat "You are too close to an enemy!"}; if (({[objNull, "VIEW"] checkVisibility [getPosASL _x, getPosASL player] >0} count _Enemies) > 0) exitWith {systemChat "An enemy can see you!"}; private _Enemies = ((getposATL _Friendly) nearEntities [["Man"], _radius]) select {!(side _x in [CIVILIAN, playerSide]) && {(vehicle _x isEqualTo _x) && (_x != player)}}; _Enemies pushBack objNull; private _Uniform_Friendly = [uniformItems _Friendly]; _Uniform_Friendly pushBack [uniform _Friendly, headgear _Friendly]; private _Uniform_Enemy = [uniformItems _Enemy]; _Uniform_Enemy pushBack [uniform _Enemy, headgear _Enemy]; _Enemy removeAction _ID; [_Friendly, _Enemy, _Uniform_Enemy, _Uniform_Friendly, "AinvPknlMstpSnonWnonDnon_medic0"] spawn { params ["_Friendly", "_Enemy", "_Uniform_Enemy", "_Uniform_Friendly", "_Anim"]; _Friendly playMoveNow _Anim; waitUntil {animationState _Friendly != _Anim}; {removeUniform _x; removeHeadgear _x;} forEach [_Enemy, _Friendly]; _Friendly forceAddUniform ((_Uniform_Enemy select 1) select 0); _Friendly addHeadgear ((_Uniform_Enemy select 1) select 1); _Enemy forceAddUniform ((_Uniform_Friendly select 1) select 0); _Enemy addHeadgear ((_Uniform_Friendly select 1) select 1); private _grWH = createVehicle ["WeaponHolderSimulated", _Friendly modelToWorld [0,1,0], [], 0, "CAN_COLLIDE"]; { _grWH addItemCargoGlobal [_x, 1]; } forEach ((_Uniform_Enemy select 0) + (_Uniform_Friendly select 0)); }; private _oGroup = group _Friendly; [_Friendly] joinSilent createGroup (side _Enemy); deleteGroup _oGroup; systemChat "SUCCESS"; }; 1 Share this post Link to post Share on other sites
kylania 568 Posted June 22, 2016 I actually did look into those coding and try to make up one for myself, but i messed it all up after day of work and research :( Here's a version of what you had that seems to be working for me. // Called from dead unit's addAction: _x addAction ["Disguise", "Disguise.sqf", [], 1, false, true, "", "!alive _target"] // Function to replace uniform items fn_replaceUniformItems = { params["_unit", "_items"]; { _x params ["_i", "_c", ["_r", 1]]; for "_y" from 1 to _r do {_unit addItemToUniform _i;}; } forEach _items; true }; // addAction input params ["_body", "_unit", "_id"]; // Grab enemy uniform information _disguiseUniform = uniform _body; _disguiseHeadgear = headgear _body; _disguiseVest = vest _body; // Remove addAction _body removeAction _id; // Grab player's current items _currentLoadout = getUnitLoadout _unit; _uniform = _currentLoadout select 3 select 0; _uniformItems = _currentLoadout select 3 select 1; _helmet = _currentLoadout select 6; // Fade to black titleText ["Changing Uniform...", "BLACK OUT"]; sleep 1; // Strip the bad guy. removeUniform _body; // Dress the player _unit forceAddUniform _disguiseUniform; _unit addHeadgear _disguiseHeadgear; [_unit, _uniformItems] call fn_replaceUniformItems; // Protect the player _unit setCaptive true; // Add fired handler to expose the player _unit addEventHandler ["fired",{player removeEventHandler ["fired", 0]; player setCaptive false;}]; // Create and attach a nearby trigger to the player to expose, 3m distance. _trigger = createTrigger ["EmptyDetector", [0,0,0]]; _trigger setTriggerArea [3, 3, 0, false, 3]; _trigger setTriggerActivation ["EAST", "PRESENT", false]; _trigger setTriggerStatements ["this", "player setCaptive false; {_x reveal [player, 3]} forEach thislist; deleteVehicle thisTrigger;", ""]; _trigger attachTo [_unit, [0,0,0]]; // Fade back in sleep 2; titleText ["You are now disguised.", "BLACK IN"]; // Wait till he's exposed. waitUntil {!(captive player)}; // Warning titleText ["You are exposed *tearaway pants time!*", "PLAIN"]; // Grab current uniform gear. _currentLoadout = getUnitLoadout _unit; _uniformItems = _currentLoadout select 3 select 1; // Array // Strip and redress removeUniform _unit; _unit addUniform _uniform; _unit addHeadgear _helmet; // Put back whatever the player currently had. [_unit, _uniformItems] call fn_replaceUniformItems; 1 Share this post Link to post Share on other sites
DariusBiersack 0 Posted June 22, 2016 you guys are awesome <3 , i will test it out as soon as i get home :) , cheers Share this post Link to post Share on other sites
DariusBiersack 0 Posted June 22, 2016 Here's a version of what you had that seems to be working for me. this is exactly what i wanted :) nice work :) Share this post Link to post Share on other sites
haleks 8212 Posted June 22, 2016 Regarding the uniform problems, there is an easy to work-around it. Place any civ unit as player; place any Blufor unit and group the civ player to it. Delete the Blufor unit : your civilian is now a Blufor unit and can wear any uniform ingame. Share this post Link to post Share on other sites
stormoffires 3 Posted January 2, 2017 so i cant get this to work, im really new to scripting in arma3 and im un sure what needs to go into the init, i tried putting the entire script from Kylaina but that doesnt seem to work. Share this post Link to post Share on other sites