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Hello there to everyone !

 

Just now, GEORGE FLOROS GR said:

For Everyone who is following this ,

here is an update for this script :

 

Changelog:

 

Version 3.3
    Code updates , general appearence and minor details.

 

 

+GF_Headshot+Killfeed_Script.VR.zip

Expires in: 29 days 20:59:16   |   Size: 258.7 KB   | 30.07.19

 

code only :

 

GF_Killfeed.sqf

  Reveal hidden contents





//________________	Author : GEORGE FLOROS [GR]	___________	30.07.19	___________

/*
________________ GF Killfeed Script ________________

https://forums.bohemia.net/forums/topic/206593-headshot-killfeed-script/

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/


diag_log "//________________ GF Killfeed Script _____________";


addMissionEventHandler ["EntityKilled",{
	params ["_killed", "_killer", "_instigator"];
	if(isNull _instigator)then{_instigator = _killer};	// player driven vehicle road kill

		if(isPlayer _killer)then{

			if(
				_killed isKindOf "CAManBase"

				/*	
				//________________	You can filter the side here	________________
				
				&& {((side group _killed) == west or 
					 (side group _killed) == east or 
					 (side group _killed) == independent or 
					 (side group _killed) == civilian)}
					
				*/		
			)then{
			
			_killed_Name = "";
			_kill_HUD = "";
			_killed_Color = "#99D5FF";

			if(!(isplayer _killed))then{
				_killed_Name = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _killed] >> "Displayname");
				}else{_killed_Name = name _killed};
			
			private _distance = _killer distance2D _killed;
			private _weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname");
			_killed_Color = (side group _killed call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML;
			
			_weapon = currentWeapon _killer;
			_pictureweapon = gettext (configFile >> "cfgWeapons" >> _weapon >> "picture");
			if(_pictureweapon == "")then{
				_weapon = typeOf (vehicle _killer);
			_pictureweapon = (getText (configFile >> "cfgVehicles" >> _weapon >> "picture"));
			};

			//________________	1. Player HUD Notification	________________
			//	https://community.bistudio.com/wiki/BIS_fnc_dynamicText
			_kill_HUD = format["<t size='0.5'>Killed  <t size='0.8'> <t color='%1'>  %2  <t color='#FFD700'>  %3 m</t>",_killed_Color,_killed_Name,floor _distance];	
			[_kill_HUD,0,0.3,2,0,0,7017] spawn bis_fnc_dynamicText;
			
			//________________	2. systemChat Notification	________________
			//	runs on every PC showing kills on global , * You can disable the default arma
			[[format["%1  Killed  %2  from  %3 m  with  %4", name player,_killed_Name,floor _distance,_weapon]]remoteExec["systemChat"]];
			
			//________________	3. 2 Different notification types	________________
			_kill_info = format["<img size='1' shadow='1' image='%1'/>  %2  Killed <t color='%3'>  %4  <t color='#FFD700'> from   %5 m   with  <t color='#FF0000'> %6 </t>",_pictureweapon,name _killer,_killed_Color,_killed_Name,floor _distance,_weapon];

			//________________	1. Hint parsetext 	________________
			//	hintsilent parsetext _kill_info;		

			//________________	2. Left Corner up display	________________
			_Spawn_kill_info=[["<t size='0.6' align='left' with  %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]];

			//________________	playSound notification 	________________
			playSound "Killfeed_notification";
		};
	};			
}];

 

 

GF_Headshot.sqf

  Reveal hidden contents





//________________	Author : GEORGE FLOROS [GR]	___________	30.07.19	___________

/*
________________ GF Killfeed Script ________________

https://forums.bohemia.net/forums/topic/206593-headshot-killfeed-script/

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/


diag_log "//________________ GF Headshot Script _____________";


/*
3 different type of notification available , 3 now is selected . 
To enable the others remove the  // comments 
*/


GF_Killfeed_Headshot = { 

	_this addEventHandler ["hitpart", {
	(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"];

	if(isPlayer _shooter)then{ 

		if("head" in (_this select 0 select 5))then{
			((_this select 0) select 0) RemoveEventHandler ["HitPart",0];


			/*
			//________________	1. BIS_fnc_typeText	________________
			//________________	Letters appear gradually, upper part of the screen, center	________________
			any=[
				[
					["Headshot","<t align = 'center' size = '1.5'>%1</t>"]
				]
			] spawn BIS_fnc_typeText; 

			*/

			//________________	or	________________

			/*
			//________________	2. BIS_fnc_infoText	________________

				//Individual letters appear quickly in random order, then disappear. Bottom right corner.
			any= [
			"Headshot"
			] spawn BIS_fnc_infoText;

			*/


			//________________	or	________________


			//________________	3. BIS_fnc_textTiles	________________		
			//	https://community.bistudio.com/wiki/BIS_fnc_textTiles
			//	[content, position, tileSize, duration, fadeInOutTime, tileTransparency]	

			[parseText format  
			//["img size='20' image='02.paa'/>" ], 
			["<t align='center' font='PuristaBold' size='2.8'>""HEADSHOT""</t>" ], 
			true, nil,  1, 0.7, 0] spawn BIS_fnc_textTiles; 

			//________________	_sounds	________________

			_sounds = selectRandom[
				"Headshot_Blow_it_out_your_ass","Headshot_Come_get_some","Headshot_Come_on","Headshot_Damn_i_m_good",
				"Headshot_Eat_shit_and_die","Headshot_Game_over","Headshot_Gotta_hurt","Headshot_Holy_shit",
				"Headshot_It_hurts_to_be_you","Headshot_lets_rock","Headshot_Make_day","Headshot_Mess",
				"Headshot_Ooooh_thats_gotta_hurt","Headshot_See_you_in_hell","Headshot_Shake_it_baby","Headshot_Shit_happens",
				"Headshot_Terminated","Headshot_Ugly","Headshot_Wasted","Headshot_Yippie_kaiay"
			];
				
			[[_shooter,_sounds] remoteExec ["say3D"]];


			};
		};
	}];
};


[]spawn{
	while{true}do{		
		{		
		if(
			((alive _x)) 
			&&(!(_x getVariable ["Var_GF_Killfeed",false]))		
			
			/*
			//________________	You can filter the side here	________________	
			&& {((side group _x) == west || 
				(side group _x) == east || 
				(side group _x) == independent || 
				(side group _x) == civilian)}
			*/
			
			//	&& (side group _x == playerSide)
			//	&& (!(side group _x == playerSide))
		
		)then{			
			_x spawn GF_Killfeed_Headshot;			
			};						
			_x setVariable ["Var_GF_Killfeed",true];
			{waitUntil {!alive _x};
			_x setVariable ["Var_GF_Killfeed",false];
			};
		}forEach allUnits;
		uisleep 3;
	};
};

 

 

Thanks and have fun !

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Hello, I've got a question about your 'visor script'. Is there a way to have the UI on top of the mask picture when in 1st person ?

 

At the moment it hides the bottom left and top right of the UI, aside from that it works really great with the new contact NRBC content 😀

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9 minutes ago, _Unnamed_ said:

Is there a way to have the UI on top of the mask picture when in 1st person ?

 

Hello there _Unnamed_ and thank you very much , but to be honest i don't really understand , plus i don't own the Contact DLC.

Is there a picture or somehow ?

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1 hour ago, GEORGE FLOROS GR said:

 

Hello there _Unnamed_ and thank you very much , but to be honest i don't really understand , plus i don't own the Contact DLC.

Is there a picture or somehow ?

 

My bad I really didn't explain well 😛

 

here's a screen      

 

In fact I was talking about the teammate icons / order menu / weapon display being hidden behind the 'mask' effect. I tried messing  semi-randomly with the 'GF_Visors_HPP.hpp' but didn't get a good result. Nothing related to contact dlc, just it adds gasmasks so it's a good dlc to use this script.

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You can edit the paa easy if you want ,

EtTpEhA.jpg

 

i have also included inside the script folder 3 samples :

gAclEOL.pngC7XiMVV.pngxmlk0K0.png

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All right, in fact I immediately thought about editing the paa. but I wasn't sure if you would mind it.

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13 minutes ago, _Unnamed_ said:

I wasn't sure if you would mind it. 

 

If you notice in all my scripts i always write :

 

//////////////////////////////////////////////////////////////////////////

Description:

 

GF Visors , will simulate wearing helmets and goggles.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !

//////////////////////////////////////////////////////////////////////////

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Here are also some more samples if you want to mess with :

Spoiler

7JwqfH7.pngZcTyNJy.pnghT3Kauo.png

 

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25 minutes ago, GEORGE FLOROS GR said:

 

If you notice in all my scripts i always write :

 

//////////////////////////////////////////////////////////////////////////

Description:

 

GF Visors , will simulate wearing helmets and goggles.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !

//////////////////////////////////////////////////////////////////////////

 

That's what happens when you read diagonally. 😀

 

23 minutes ago, GEORGE FLOROS GR said:

Here are also some more samples if you want to mess with :

  Reveal hidden contents

7JwqfH7.pngZcTyNJy.pnghT3Kauo.png

 

 

Excellent, thanks ! I'm gonna take a look at that tomorrow.

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It's generally easy to work with and i think is better as well since you are adding your personal work !

 

I don't know if you are familiar with editing ( pics ) , i'm using a free program called GIMP :

https://www.gimp.org/

it might be not like photoshop , though it's very good !

 

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8 hours ago, GEORGE FLOROS GR said:

I don't know if you are familiar with editing ( pics ) , i'm using a free program called GIMP :

https://www.gimp.org/

it might be not like photoshop , though it's very good !

:yeahthat:

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14 hours ago, GEORGE FLOROS GR said:

It's generally easy to work with and i think is better as well since you are adding your personal work !

 

I don't know if you are familiar with editing ( pics ) , i'm using a free program called GIMP :

https://www.gimp.org/

it might be not like photoshop , though it's very good !

 

 

Yeah I'm using GIMP and must agree that for a free software it's really good.

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15 hours ago, GEORGE FLOROS GR said:

Here are also some more samples if you want to mess with :

 

hi @GEORGE FLOROS GR

 

are they from arma files somewhere or did you make them? those dirt layers look pretty nice for texturing uses. i'd add them to my huge collection of pictures of dirt haha

 

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3 hours ago, lordfrith said:

i'd add them to my huge collection of pictures of dirt haha

 

Haha ! 🤣

Don't thank me , thanks Google !

I just did a little editing !

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On 7/24/2019 at 3:48 AM, GEORGE FLOROS GR said:

Hello there to Everyone !

 

This is the WIP GF_Zone_Spawner , just add the zones in the editor and the enemies will spawn and despawn in a certain distance.

 

Here is a update of this script :

 

6 minutes ago, GEORGE FLOROS GR said:

+GF_Zone_Spawner.Stratis.zip

Expires in: 29 days 20:56:43   |   Size: 19.7 KB   |  06.08.19 uploaded 

 

included some more spawn types , infantry , land vehicle and helicopter.

Once i'll have time i'll try to finish it and probably if it's possible this will be part of the new code for the population spawners.

 

Thanks you very much and have fun !

 

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15 hours ago, GEORGE FLOROS GR said:

 

Here is a update of this script :

 

 

included some more spawn types , infantry , land vehicle and helicopter.

Once i'll have time i'll try to finish it and probably if it's possible this will be part of the new code for the population spawners.

 

Thanks you very much and have fun !

 

Thank You buddy (: gonna put this to work

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Hello there Guys !

 

I'm not doing anything generally with the arma on right now to be honest because there is not much spare time lately , but i do have some stuff to share more with the community !

 

Here is an explosive object terrain script , that you can set your desired classnames of the map's objects :

23 minutes ago, GEORGE FLOROS GR said:

edited hastily from my GF Explosive Objects Script - Mod :

 

( in the test below it will blow every building ) 

  Reveal hidden contents



//________________	Author : GEORGE FLOROS [GR]	___________	09.04.19	___________


/*
________________	GF Explosive Objects Script - Mod	________________

https://forums.bohemia.net/forums/topic/222789-gf-explosive-objects-script-mod/

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/

	
waituntil{time > 5;};	
	
//________________ Settings ________________
//________________ Set true or false  ________________

GF_EXO_Systemchat_info					= true;		
GF_EXO_Hintsilent_info					= true;
GF_EXO_diag_log_info					= true;
GF_EXO_Debug 							= true;

GF_EXO_Systemchat_info_count_items		= true;
GF_EXO_diag_log_info_count_items		= true;

GF_EXO_items_number 					= 100;		//	Number of the spawned items
GF_EXO_buildingPositions				= 2;		//	This way it will spawn to the buildings with >2 buildingPositions

GF_EXO_Blacklist_Zone_distance			= 1000;		//	Add here the distance from the Blacklist Zones
GF_EXO_Distance							= 200;		//	Add here the distance from players

GF_EXO_Cleaner_Spawn_Enabled			= true;		//	If true , it will clean the items and spawn them again
GF_EXO_Cleaner_Spawn_Loop				= 14400;	//	ex : every 4 hours = 14400 sec

//	There are 3 arrays with explosions , adjust below	( GF_EXO_Ammo )



if (GF_EXO_Systemchat_info) then {
	systemchat "GF Explosive Objects Script initializing";			
};	

if (GF_EXO_diag_log_info) then {
	diag_log "//________________ GF Explosive Objects Script initializing ________________";
};


GF_EXO_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
GF_EXO_size = worldsize;



//	https://community.bistudio.com/wiki/Arma_3_CfgMagazines

//________________	GF_EXO_Ammo_Large	________________ 

GF_EXO_Ammo_Large = [
	
	//	Large
	"Bo_Mk82",
	"Bo_GBU12_LGB",
	"Bomb_03_F",
	"Bomb_04_F",
	"BombCluster_01_Ammo_F",
	"BombCluster_02_Ammo_F",
	"BombCluster_03_Ammo_F"
];
	

//________________	GF_EXO_Ammo_Medium	________________ 
	
GF_EXO_Ammo_Medium = [

	//	Medium
	"ATMine_Range_Ammo",
	"SatchelCharge_Remote_Ammo",
	"IEDLandBig_Remote_Ammo",
	"IEDLandSmall_Remote_Ammo",
	"IEDUrbanBig_Remote_Ammo",
	"IEDUrbanSmall_Remote_Ammo",
	"M_NLAW_AT_F",
	"M_Scalpel_AT",
	"M_AT",
	"M_PG_AT",
	"M_Air_AA",
	"M_SPG9_HE"
];


//________________	GF_EXO_Ammo_Small	________________ 

GF_EXO_Ammo_Small = [	

	//	Small
	"APERSBoundingMine_Range_Ammo",
	"APERSMine_Range_Ammo",
	"APERSTripMine_Wire_Ammo",
	"DemoCharge_Remote_Ammo"
];




//________________	3 arrays with explosions	________________ 
/*
	There are 3 arrays with explosions , adjust below	( GF_EXO_Ammo )
	GF_EXO_Ammo = ["M_NLAW_AT_F"];	//	Test

	ex :	GF_EXO_Ammo = GF_EXO_Ammo_Small;
	ex :	GF_EXO_Ammo = GF_EXO_Ammo_Large + GF_EXO_Ammo_Medium + GF_EXO_Ammo_Small;
*/

GF_EXO_Ammo = GF_EXO_Ammo_Medium + GF_EXO_Ammo_Small;




//________________	GF_EXO_Delete	________________ 

if(isMultiplayer)then{
	GF_EXO_Delete = {	
		uisleep 1;
		deleteVehicle _this;
		hideobjectglobal _this;
	};
}else{
	GF_EXO_Delete = {	
		uisleep 1;
		deleteVehicle _this;
		hideobject _this;
	};	
};


//________________	GF_EXO_Hit	________________ 
	
GF_EXO_Hit = {	

	_this addEventHandler ["HitPart", {
	(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"];
	
	_target removeEventHandler ["HitPart",_thisEventHandler];
	_Ammo = selectrandom GF_EXO_Ammo createVehicle (_target modelToWorld [0,0,0]);
	_Ammo setDamage 1;
	_target spawn GF_EXO_Delete;
	}];
};	


//________________	GF_EXO_Explosion	________________ 

GF_EXO_Explosion = {	

	_this addEventHandler ["Explosion", {
	params ["_vehicle", "_damage"];
	
	_vehicle removeEventHandler ["Explosion",_thisEventHandler];
	_Ammo = selectrandom GF_EXO_Ammo createVehicle (_vehicle modelToWorld [0,0,0]);
	_Ammo setDamage 1;
	_vehicle spawn GF_EXO_Delete;
	}];
};


///////////////////////////////

//	TEST
GF_EXO_Array = nearestObjects [GF_EXO_centerPosition, ["House"], worldsize];

/*
	GF_EXO_Array = nearestObjects [GF_EXO_centerPosition, [
		"FlexibleTank_01_forest_F",
		"FlexibleTank_01_sand_F",
		"Land_MetalBarrel_F",
		"Land_CanisterFuel_F",
		"Land_CanisterFuel_Blue_F",
		"Land_CanisterFuel_Red_F",
		"Land_CanisterFuel_White_F",
		"Land_CanisterPlastic_F",
		"Land_GasTank_01_blue_F",
		"Land_GasTank_01_khaki_F",
		"Land_GasTank_01_yellow_F",
		"Land_GasTank_02_F",
		"Land_WeldingTrolley_01_F"		
		], worldSize];
*/

_a = 0;	
{
		_Pos = getPos _x;
			if!(_Pos isEqualTo [0,0,0]) then{


			_x call GF_EXO_Hit;
			_x call GF_EXO_Explosion;
			
			_a = _a + 1;

			
		//________________	GF_EXO_Debug	________________
			
		//if(GF_EXO_Debug && {!(isNull _x)})then{
			
			_Text = str [typeOf _x];
			_Color = "ColorEAST";	//	https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3
			
			_Marker_id = format ["GF_EXO_%1",_Pos];
			_Marker = createMarker [_Marker_id,getpos _x];		
			_Marker setMarkerShape "ICON"; 
			_Marker setMarkerType "mil_dot"; 
			_Marker setMarkerColor _Color; 
			_Marker setMarkerText _Text;	
			_Marker setMarkerSize [0.6,0.6]; 
			//};		


			if (GF_EXO_Systemchat_info_count_items) then {
				systemchat format ["Items : %1",_a];
			};

			if (GF_EXO_diag_log_info_count_items) then {
				diag_log format ["Items : %1",_a];
			};
		};
	//};
}forEach GF_EXO_Array;




if (GF_EXO_Systemchat_info) then {
	systemchat "GF Explosive Objects Script initialized";			
};	

if (GF_EXO_diag_log_info) then {
	diag_log "//________________ GF Explosive Objects Script initialized ________________";
};

 

So by changing the GF_EXO_Array you can set your exploding objects.

 

and as my friend @wogz187 says have fun ! :wave:

 

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Nice work, George... as usual.

Cheers, and keep up man!!!

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7 hours ago, zagor64bz said:

Cheers, and keep up man!!!

 

Thanks everyone very much , for all the support all this time !  :wave:

 

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20 hours ago, GEORGE FLOROS GR said:

 

Thanks everyone very much , for all the support all this time !  :wave:

 

 

We should be thanking you!

 

I hope to keep seeing awesome and unique content coming from you!

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On 10/8/2019 at 5:35 PM, Valken said:

I was playing escape with the peeps on outkasts and wondering if it is possible to create a "dead man's switch" mod? It would be added to a C4 or satchel charge, and activated then press FIRE to trigger it. If the player is shot or dead and "lets go" of the mouse button, it blows up.

 

Basically player based suicide bomber. It would be cool to have a slow blinking red light and or beep but not necessarily.

 

1 minute ago, GEORGE FLOROS GR said:

initplayerlocal.sqf

  Reveal hidden contents


player execvm "GF_Dead_Man_Switch\GF_Dead_Man_Switch.sqf";

GF_Dead_Man_Switch.sqf

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//________________	Author : GEORGE FLOROS [GR]	___________	12.10.19	___________


/*
________________	GF_Dead_Man_Switch Script - Mod	________________



Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/


//________________ Settings _____________
//________________ Set true or false  _____________

GF_DMS_Systemchat_info			= true;		
GF_DMS_diag_log_info			= true;




if(GF_DMS_Systemchat_info)then{
	systemchat "GF_Dead_Man_Switch Script initializing";			
};	


if(GF_DMS_diag_log_info)then{
	diag_log "//________________	GF_Dead_Man_Switch Script initializing	________________";
};


//	https://community.bistudio.com/wiki/Arma_3_CfgMagazines

GF_DMS_Ammo = [			//	"M_NLAW_AT_F"];	//	test

	//	Small
	"APERSBoundingMine_Range_Ammo",
	"APERSMine_Range_Ammo",
	"APERSTripMine_Wire_Ammo",
	"DemoCharge_Remote_Ammo",

	//	Medium
	"ATMine_Range_Ammo",
	"SatchelCharge_Remote_Ammo",
	"IEDLandBig_Remote_Ammo",
	"IEDLandSmall_Remote_Ammo",
	"IEDUrbanBig_Remote_Ammo",
	"IEDUrbanSmall_Remote_Ammo",
	"M_NLAW_AT_F",
	"M_Scalpel_AT",
	"M_PG_AT",
	"M_Air_AA",
	"M_AT",
	"M_SPG9_HE",
	
	//	Large
	"Bo_Mk82",
	"Bo_GBU12_LGB",
	"Bomb_03_F",
	"Bomb_04_F",
	"BombCluster_01_Ammo_F",
	"BombCluster_02_Ammo_F",
	"BombCluster_03_Ammo_F"	
];


GF_DMS = {

	_explosives =["SatchelCharge_Remote_Mag","ATMine_Range_Mag","APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag","ClaymoreDirectionalMine_Remote_Mag","DemoCharge_Remote_Mag","IEDUrbanBig_Remote_Mag","IEDLandBig_Remote_Mag","IEDUrbanSmall_Remote_Mag","IEDLandSmall_Remote_Mag","HandGrenade","MiniGrenade","HandGrenade_Stone"];
	_hasExplosive = false;
	if (count (_explosives arrayIntersect magazines _this) > 0) then {
		_hasExplosive = true;
		
		_this addAction 
		[
			"<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF0000"">Enable Dead Man's Switch</t>",
			{
				params ["_target", "_caller", "_actionId", "_arguments"];
				
				_caller addEventHandler ["Killed", {
				params ["_unit", "_killer", "_instigator", "_useEffects"];
				_unit removeEventHandler ["Killed",_thisEventHandler];
				_Ammo = selectrandom GF_DMS_Ammo createVehicle (_unit modelToWorld [0,0,0]);
				_Ammo setDamage 1;
				}];
				
				_caller removeAction _actionId;
			},
			[],
			1.5, 
			true, 
			true, 
			"",
			"true", // _target, _this, _originalTarget
			-1,
			false,
			"",
			""
		];
	};


	_this addEventHandler ["Respawn", {
		params ["_unit", "_corpse"];
		_unit spawn GF_DMS;
	}];
};


player spawn GF_DMS;




if(GF_DMS_Systemchat_info)then{
	systemchat "GF_Dead_Man_Switch Script initialized";			
};	


if(GF_DMS_diag_log_info)then{
	diag_log "//________________	GF_Dead_Man_Switch Script initialized	________________";
};

 

 

+GF_Dead_Man_Switch.VR.zip

Expires in: 29 days 21:59:13   |   Size: 6.9 KB   | 12.10.19

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