Bosh
Member-
Content Count
10 -
Joined
-
Last visited
-
Medals
Community Reputation
1 NeutralAbout Bosh
-
Rank
Private
Recent Profile Visitors
659 profile views
-
Hi guys I currently have the below script which draws a box around every building in an array within the area 'Marker1'. I basically want to include a blacklisted marker area where no boxes will be drawn. Is there a way of doing this? Been messing around trying to include a blacklisted 'Marker2' area but with no luck. Any help or tips would be great. Cheers if (isServer) then { ////Find marker and get the size _mkr= "Marker1"; _mkr setmarkerAlpha 0; _pos=markerpos _mkr; _mkrY= getmarkerSize _mkr select 0; _mkrX= getmarkerSize _mkr select 1; _distance= _mkrX; if (_mkrY > _mkrX) then { _distance=_mkrY; }; ////Create New House Markers _HouseArray = ["Land_i_House_Big_02_b_blue_F","Land_i_House_Big_02_b_pink_F","Land_i_House_Big_02_b_whiteblue_F","Land_i_House_Big_02_b_white_F","Land_i_House_Big_02_b_brown_F","Land_i_House_Big_02_b_yellow_F","Land_i_House_Big_01_b_blue_F","Land_i_House_Big_01_b_pink_F","Land_i_House_Big_01_b_whiteblue_F","Land_i_House_Big_01_b_white_F","Land_i_House_Big_01_b_brown_F","Land_i_House_Big_01_b_yellow_F","Land_i_Shop_02_b_blue_F","Land_i_Shop_02_b_pink_F","Land_i_Shop_02_b_whiteblue_F","Land_i_Shop_02_b_white_F","Land_i_Shop_02_b_brown_F","Land_i_Shop_02_b_yellow_F","Land_i_House_Small_01_b_blue_F","Land_i_House_Small_01_b_pink_F","Land_i_House_Small_02_b_blue_F","Land_i_House_Small_02_b_pink_F","Land_i_House_Small_02_b_whiteblue_F","Land_i_House_Small_02_b_white_F","Land_i_House_Small_02_b_brown_F","Land_i_House_Small_02_b_yellow_F","Land_i_House_Small_02_c_blue_F","Land_i_House_Small_02_c_pink_F","Land_i_House_Small_02_c_whiteblue_F","Land_i_House_Small_02_c_white_F","Land_i_House_Small_02_c_brown_F","Land_i_House_Small_02_c_yellow_F","Land_i_House_Small_01_b_whiteblue_F","Land_i_House_Small_01_b_white_F","Land_i_House_Small_01_b_brown_F","Land_i_House_Small_01_b_yellow_F","Land_i_Addon_02_b_white_F","Land_Shed_08_brown_F","Land_Shed_08_grey_F","Land_i_Stone_House_Big_01_b_clay_F","Land_i_Stone_Shed_01_b_clay_F","Land_i_Stone_Shed_01_b_raw_F","Land_i_Stone_Shed_01_b_white_F","Land_i_Stone_Shed_01_c_clay_F","Land_i_Stone_Shed_01_c_raw_F","Land_i_Stone_Shed_01_c_white_F","Land_CarService_F","Land_Chapel_Small_V1_F","Land_Chapel_Small_V2_F","Land_Chapel_V1_F","Land_Chapel_V2_F","Land_d_Stone_Shed_V1_F","Land_FuelStation_Build_F","Land_FuelStation_Shed_F","Land_Hospital_main_F","Land_Hospital_side1_F","Land_Hospital_side2_F","Land_i_Addon_02_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V2_F","Land_i_House_Big_01_V1_F","Land_i_House_Big_01_V2_F","Land_i_House_Big_01_V3_F","Land_i_House_Big_02_V1_F","Land_i_House_Big_02_V2_F","Land_i_House_Big_02_V3_F","Land_i_House_Small_01_V1_F","Land_i_House_Small_01_V2_F","Land_i_House_Small_01_V3_F","Land_i_House_Small_02_V1_F","Land_i_House_Small_02_V2_F","Land_i_House_Small_02_V3_F","Land_i_House_Small_03_V1_F","Land_i_Shed_Ind_F","Land_i_Shop_01_V1_F","Land_i_Shop_01_V2_F","Land_i_Shop_01_V3_F","Land_i_Shop_02_V1_F","Land_i_Shop_02_V2_F","Land_i_Shop_02_V3_F","Land_i_Stone_HouseBig_V1_F","Land_i_Stone_HouseBig_V2_F","Land_i_Stone_HouseBig_V3_F","Land_i_Stone_HouseSmall_V1_F","Land_i_Stone_HouseSmall_V2_F","Land_i_Stone_HouseSmall_V3_F","Land_i_Stone_Shed_V1_F","Land_i_Stone_Shed_V2_F","Land_i_Stone_Shed_V3_F","Land_MilOffices_V1_F","Land_Offices_01_V1_F","Land_Unfinished_Building_01_F","Land_Unfinished_Building_02_F","Land_u_Addon_02_V1_F","Land_u_Barracks_V2_F","Land_u_House_Big_01_V1_F","Land_u_House_Big_02_V1_F","Land_u_House_Small_01_V1_F","Land_u_House_Small_02_V1_F","Land_u_Shed_Ind_F","Land_u_Shop_01_V1_F","Land_u_Shop_02_V1_F","Land_WIP_F","Land_d_House_Small_01_V1_F","Land_Barn_01_brown_F","Land_Barn_01_grey_F","Land_Supermarket_01_malden_F","Land_FuelStation_01_workshop_F","Land_FuelStation_01_shop_F","Land_GuardHouse_01_F","Land_Slum_02_F","Land_i_Garage_V2_F","Land_i_Garage_V1_F","Land_d_House_Small_02_V1_F","Land_d_Stone_HouseSmall_V1_F","Land_d_Stone_HouseBig_V1_F","Land_Slum_House02_F","Land_Slum_House01_F","Land_Slum_House03_F","Land_Metal_Shed_F","Land_cargo_house_slum_F","Land_Stone_HouseSmall_V1_ruins_F","Land_Unfinished_Building_01_F","Land_Unfinished_Building_02_F","Land_dp_smallTank_F","Land_dp_bigTank_F","Land_dp_mainFactory_F","Land_GH_House_2_F","Land_i_House_Small_02_V3_F","Land_i_House_Small_02_V1_F","Land_i_House_Small_02_V2_F","Land_d_House_Big_01_V1_F","Land_d_House_Big_02_V1_F","Land_u_Shop_01_V1_F","Land_d_Shop_02_V1_F","Land_Airport_Tower_F","Land_Hangar_F","Land_Factory_Main_F","Land_dp_smallFactory_F","Land_ReservoirTower_F","Land_TTowerBig_1_F","Land_TTowerBig_2_F","Land_cmp_Shed_F"]; _nearestBuildings = nearestObjects [_pos, _HouseArray, _distance]; { _x setVectorUp [0,0,1]; _x enableSimulation false; _boundingBox = boundingBox _x; _dir = getDir _x; _position = getPosATL _x; _size = _boundingBox select 1; _size resize 1.5; //Marker creation _markername = createMarker [format ["m%1", (_forEachIndex + 1)], _position]; _markername setMarkerShape "RECTANGLE"; _markername setMarkerSize _size; _markername setMarkerDir _dir; } forEach _nearestBuildings; };
-
Soldier Tracker ( Map and GPS Icons )
Bosh replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Quicksilver, your suggestions for Role Descriptions worked great! I am getting the error "Warning Message: No entry 'bin\config.bin/cfgGroupIcons.'." however? Any help would be great. -
[Release] Spawn a vehicle with a custom texture
Bosh replied to MasterPuffin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm using EOS inside Jigsor's BMR Insurgency, so the script where I add _unit exec blabla.sqf looks like this - https://pastebin.com/GLQUsJFT -
[Release] Spawn a vehicle with a custom texture
Bosh replied to MasterPuffin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How would I add the restcaller = false and restrain = false to the scripted in units? I'm having trouble finding out how to. -
version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
Bosh replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From the OP and last comment: "Planned Enhancements (I hope): Make it MP compatible. May be now...needs MP Testing! Any volunteers? I am planning on adding object detection (drugs, explosives, money, etc), and it won't be hard to build. However, I won't get to it for a few months due to RL being super busy." -
I've got an edited side mission from the BMR insurgency mission by Jisgor and I was hoping to spawn a map marker that follows the downed pilot. Currently, the side mission spawns a pilot who should move around and when a Blufor unit gets close enough the downed pilot is added to their group. The side mission is then completed when the downed pilot is returned to base. I was hoping to replace the downed pilot with a rebel commander who roams around with a map marker following him, updating every 1 minute or so for example. I have seen people achieve this with placed markers and triggers but I don't want to have a trigger placed in the mission forever constantly firing. I was hoping to have it all happen through the side mission sqf which then clears it all up. Any help would be great. side mission here - https://pastebin.com/6TJaDtbY
-
Hi Jigsor, great mission mate. I was wondering, how are Bastion grids set up? I've set them up in OpenMe.sqf and when I enter they spawn waves which is great. However, as soon as I leave the grid I get rpt errors and all the ai despawn. Then when I re-enter the grid to recapture it nothing happens. Cheers
- 874 replies
-
- insurgency
- coop
-
(and 1 more)
Tagged with:
-
[Release] Spawn a vehicle with a custom texture
Bosh replied to MasterPuffin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Puffin. First off, thanks for releasing this script - the vehicle script has been a great addition to my mission. Regarding the arrest script, is it possible to have this work on spawned in AI? I'm specifically looking at AI in BMR Insurgency - both civilian and insurgents. Thanks! -
Handcuff/uncuff script
Bosh replied to xJordannx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any way to make this arrest script work on AI? Particularly civilians spawned by the Alice module. Thanks! -
Arma 2 Addon request thread
Bosh replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm currently trying to add the UN as the faction on my Insurgency server but unfortunately the UN does not have a medic unit. I was wondering if there was a way of making one of the rifleman a medic without requiring any client side mods? I'm hoping to keep the server Vanilla.