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Play3r

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Everything posted by Play3r

  1. can it not be done by a foreach command like (_x setdamage false) foreach thislist inside a triggers ACT With BluFor present and set to repeat then just place a trigger that covers the area just an idea have not tested it.
  2. I guess it is made.. Quote from the first post.. " Of course, as I'm scripting also for my mod: MGI Advanced Modules, I added a Rearm Module enabling more possibilities: - You can easily choose different units (to be upgraded perhaps); - When your AI rearms, the secondary weapon (if any) is refilled in tube (so 1 shot). The AI receives up to 3 first aid kit and hand grenades or smokes. The AI grabs also up to 6 grenades for GL if any. - the rearm and switchweapon vanilla actions are replaced by animations (same ones) and custom scripts avoiding vanilla inventory (too many mags, no grenades, poor fak) "
  3. Play3r

    Custom image shows up black in game

    you can just use this one to make the .JPG to .Paa just have the JPG like 128 x 256 (power of two) https://paa.gruppe-adler.de/
  4. Read the tread before you write a comment and you would have known that George has not been on for some years now, AND the post just over yours has a link to the scripts.. Cheers Play3r
  5. have a look this guys script maybe you can use that: Sorry to post it in your tread JBoy, but is was the easy way to do it..
  6. Play3r

    GF Drop Loot Script

    Hi Erkl you are going to wait for a long time if you want George to answer you, he has not been on since September 18, 2020 due to some illness, but you only hope someone else will help you..
  7. why not try "player distance NewGroup" in the "player distance Bis_heli" ?? Iwould do that, but i cant test it before the weekend but maybe you can ?
  8. take a look on this page: https://community.bistudio.com/wiki/BIS_fnc_stalk Ex 2: private _stalking = [grp1, group player, nil, nil, { player distance BIS_Heli < 100 }, "BIS_mrkRetreatMarker"] spawn BIS_fnc_stalk;
  9. liked but sad that Armaholic stopped. You do a great job for the Community Gunter, i thank you for that.
  10. Hi it is a SP scenario. i call it tru a trigger when a COND is True.. But thanks for the help @Harzach
  11. Hi all i have this script i use to spawn a heli, and it land at my location like planed But how do i make so that a trigger fires when i get inside the heli. i have tried with COND: BOB in P3REndHeli. also COND: BOB in EndHeli. but no joy, anyone got some ideas. Cheers Play3r private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; _P3REndHeli setVehicleVarName "EndHeli"; systemChat str _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "SCRIPTED"; _waypointPickup setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf";
  12. Hi Harzach i have been trying to find the way to use the BIS_fnc_findSafePos command but i can't seem to figure out where to put the command. i have tried to make a variable in my Init.sqf like private _ExfillLoc = [player, 1, 150, 3, 0, 20, 0] call BIS_fnc_findSafePos; and then make the script look like this: private _startingPad = "Land_HelipadEmpty_F" createVehicle getMarkerPos "HeliSpawn"; private _P3REndHeli = createVehicle ["CUP_B_UH60M_US", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle getpos _ExfillLoc; <------- like this but no joy ,also like this : [position _ExfillLoc] also with ( ...) private _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "MOVE"; _waypointPickup setWaypointStatements [ "true", "vehicle this land 'get in'; this spawn { waitUntil {BOB in vehicle _this}; private _wp = group _this addWaypoint [getMarkerPos 'helispawn',0]; _wp setWaypointStatements ['true','vehicle this land ""land""'] }" ]; Any chance you have some wise guidens so i can get it to work..
  13. Hi Pierremgi i have used your script for a mission that i plan to release to friends, but i have a problem with the Heli that spawns in: If i stand inside a house it tries to land on the roof, since it is made to spawn when a unit is dead, so if i shoot him tru a window from inside a house it lands on the roof. Are there anyway to make it land on the ground, i have tried with 6 Helipath(invisible) around the town where the unit are, that has to be killed, but no joy. so are there anyway to make a kind of check to see if there is a "free space" to land on. i have searched a bit on the A3 wiki but did not find anything.. regards Play3r
  14. Damm did not see that at all yesterday when i was trying to make it work. Thanks for the guidens.. 👍 Cheers
  15. Hi @Harzach I did look at the Wiki page but did not find anything about the <EndHeli = _P3REndHeli; // <<-- you forgot this> i was in on the page before i posted here. Hi @pierremgi This here is great it actually answers my next question how to add a new Wp to the heli. I thank you two for your help..
  16. Hi @pierremgi when i repack my mags they are all put inside my uniform and not inside my west. are there anything you can do about that? or is that just how the script are. // Play3r
  17. Play3r

    Full-Auto?

    _unit doSuppressiveFire _target https://community.bistudio.com/wiki/suppressFor _soldier1 suppressFor 10; // Will force soldier1 to do suppressive fire to known enemies for 10 seconds
  18. i have this Script that i put in a trigger or the Unit INIT field shotter dotarget t1; sleep 3; while {alive t1 and alive shotter } do {sleep 0.3; shots = shots +1; gl action ["useweapon",vehicle shotter,shotter,0]}; and i have found this script also shotter addeventhandler ["fired", {(this select 0) setvehicleammo 1}]; }; it gives the SHOTTER unlimited ammo if put inside the script above like this : shotter dotarget t1; sleep 3; while {alive t1 and alive shotter } do {sleep 0.3; shots = shots +1; gl action ["useweapon",vehicle shotter,shotter,0]; shotter addeventhandler ["fired", {(this select 0) setvehicleammo 1}]; }; But what i need is the SHOTTER to make a magasin change when a amount of shots is fired. the character is the Heavy gunner vanilia with a 130 round magasin on weapon. if i leave the unlimited line out of the script he makes his MAG change but he runs out of ammo after 3 MAG changes and stop to fire. how do i make him get 3 new magasins when he is empty ?? Cherrs
  19. in the INIT of the unit that need to shoot alot just use this one: null = this spawn { _this dotarget t1; sleep 0.5; _this addEventHandler ["Reloaded",{ _unit = _this select 0 ; _mag = _this select 4 select 0 ; _unit addMagazine _mag ; }] ; while {alive t1 and alive _this} do { sleep 0.3; [_this,currentWeapon _this] call BIS_fnc_fire; } ; } ; Remember to give your target the varibel name T1
  20. Play3r

    Full-Auto?

    found on the Forum: Posted June 18, 2016 So. You have created an awesome weapon sound and want to hear how it sounds in full auto, like it's fired by other human players? Especially at distances? How the HELL do you get this stupid AI to fire a nice, long burst? Well, you do it like this. Thanks to kju and jokoho482 I now have this little script that forces the AI to fire every X seconds. What you need: -find out the reloadTime parameter of the weapon you are modding, this says how much time passes until another bullet is fired when the trigger is held down -a HOSTILE unit named "AI_Shooter" Put this code into a file in your mission folder, name that file "let_ai_shoot.sqf". In your mission create two repeatable radio triggers (alpha and bravo). You are going to use the first trigger to start the AI's firing, the 2nd trigger to stop it. letAiShoot = true; [] spawn { while {letAiShoot} do { //how many bullets should the AI fire? in this case its 10 _burstLength = 10; //what is the reloadTime of the weapon? find it in the weapon'S firemodes _reloadTime = 0.056; for "_i" from 0 to _burstLength do { _currentWeapon = currentWeapon AI_Shooter; _weaponModes = getArray (configFile/"CfgWeapons"/_currentWeapon/"modes"); _desiredWeapon = _weaponModes select 0; AI_Shooter forceWeaponFire [_currentWeapon,_desiredWeapon]; // reloadTime here sleep _reloadTime; AI_Shooter setWeaponReloadingTime [AI_Shooter,_currentWeapon,0]; AI_Shooter setVehicleAmmo 1; }; //how many seconds to wait until next burst? sleep 2; }; }; //if you don't want the AI to aim at the player, just comment out this following block by using /* at the start and */ at the end of the block [] spawn { while {letAiShoot} do { AI_Shooter reveal [player,4]; AI_Shooter commandTarget player; AI_Shooter doTarget player; AI_Shooter lookAt (getPos player); AI_Shooter doWatch (getPos player); sleep 0.05; }; }; In the alpha trigger you put: bamBamBam = [] execVM "let_ai_shoot.sqf" In the bravo trigger you put: letAiShoot = 0; Sometimes the default AI "shooting frequency" takes over, in that case you can just hide behind a wall or something since the AI won't shoot you if it can't see you BUT my forceWeaponFire command forces it to shoot anyway. Maybe you can work something out with this. Cheers Play3r
  21. i also don't get anything when i press the LINK, i guess i don't work on Chrome. But it works in Edge if you just Copy the link and put it in Edge it will download it..
  22. how about just name the HVT_setup.SQF to HVT_setup1.SQF and HVT_setup2.SQF to match your HVT and HVT1, HVT2
  23. remember that the ! infront of the text is the same as Not("itemMap" in assignedItems player); so try it without the ! maybe that will work.
  24. Or you can use the selectplayer function in game and just have that player synced to the module. I'm on my phone right now so can't put in the link but make a search on the Wikipedia for selectplayer and it will show you what to do.
  25. Play3r

    Helicopter Shoot Down with VLS

    Or you can just set exfil to True like this : Exfil2 = true and on the ACT of Trigger you can just write: exfil2 then the trigger will wait until the variable is True.
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