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Azola21

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About Azola21

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  1. I am looking to port a glock model of mine into the game but have no idea where to start.
  2. Azola21

    GF Custom Loot Position Spawn Script

    Hello, I am having an issue where it only spawns within 1km of the player. If the player does not start the scenario near the spawn points they will not spawn loot.
  3. Hello, I was wondering if anyone could help me out with setting up deployable persistent storage that saves the location of the storage device and the items in it using inidbi or extDB. I am currently working on a private DayZ Overpochesque gamemode for my community and have managed to get persistent base building setup through the use of iBuild source files however the one thing lacking from the base building is persistent storage.
  4. Thankyou so much man. Works perfectly!
  5. Hmm weird, the player respawns with nothing now.Knowing me i am probably doing something wrong.
  6. Would it be safer to do it in iniplayerlocal or should init be fine? Cheers by the way I will test this now.
  7. Hello, I am having an issue where my onplayerrespawn.sqf script is wiping currently logged in players gear and adding the respawn loadout to them whenever a new player joins and respawns. I am not sure what the issue is but I thought that maybe it is because the script is executing server wide rather than locally and just on the player. Here is my script. It is pretty basic. player enableFatigue false; player enableStamina false; player addBackpack "TFA_assault_grn"; player addItemToBackpack "rvg_canOpener"; player addItemToBackpack "rvg_canteenEmpty"; player addItemToBackpack "rvg_purificationTablets"; player addItemToBackpack "rvg_beans"; player addItemToBackpack "rvg_flare"; player addItemToUniform "Chemlight_blue"; player addItemToUniform "FirstAidKit"; player addWeapon "hlc_pistol_Mk25TR"; player addHandgunItem "hlc_muzzle_Octane9"; player addHandgunItem "hlc_acc_TLR1"; player addMagazines ["hlc_15Rnd_9x19_B_P226", 5];
  8. Thankyou so much man. I am very shitty at scripting so I am way in over my hear but that worked perfectly.
  9. Hello, I am current using Kellojo's supply drop script which I am pretty sure is long abandoned. However it is an awesome script that functions pretty much 100% how I want it to minus one detail. When a supply drop comes in it will create a marker for that supply drop just fine but then the next supply drop will come in and will not create a marker for it. I believe this is because arma requires each marker to have a unique name and identifier. I was wondering if anyone knows a possible way to get around this. /* Filename: fn_crashdrop.sqf Author: Kellojo Description: Heli crash and drop script main function - Part of the ETG script collection Link: http://www.armaholic.com/page.php?id=29519 */ _mode = [_this, 0, 0, [0]] call BIS_fnc_param; _time = 10; //Time between every heli crash/supply drop in seconds (integer) _markertp = ""; //Type of marker? (https://community.bistudio.com/wiki/cfgMarkers) (string - leave empty if no marker is wanted) _fire = false; //Should fire be around the helicrashsite ? (true/false) _ai = true; //AI? (true/false) _mapcenter = [6987,8307,0]; //Edit this coordinate it should be roughly the center of the map you are playing on (this one is for Altis) _centerrad = 8000; //Radius around the _CenterOfMap (make sure its covering the whole map - Integer) _rpt = true; //Writes debug information to the rpt file. (true/false) _MaxAmmount = 5; //Ammount of Magazines and Items that can spawn at one lootpile _MaxItem = 10; //Max ammount of individual items _MaxMag = 10; //Max ammount of individual magazines _MaxWeap = 10; //Max ammount of individual weapons _MaxBpack = 10; //Add or remove item classnames to the array to add them to the loot table _Backpacks = ['B_AssaultPack_khk','B_AssaultPack_dgtl','B_AssaultPack_rgr','B_AssaultPack_sgg','B_AssaultPack_blk','B_AssaultPack_cbr','B_AssaultPack_mcamo','B_Kitbag_mcamo','B_Kitbag_sgg','B_Kitbag_cbr','B_Bergen_sgg','B_Bergen_mcamo','B_Bergen_rgr','B_Bergen_blk','B_FieldPack_blk','B_FieldPack_ocamo','B_FieldPack_oucamo','B_FieldPack_cbr','B_Carryall_ocamo','B_Carryall_oucamo','B_Carryall_mcamo','B_Carryall_oli','B_Carryall_khk','B_Carryall_cbr','B_OutdoorPack_blk','B_OutdoorPack_tan','B_OutdoorPack_blu','B_HuntingBackpack']; _Weapons = ["hlc_pistol_P229R_357Combat","rhs_weap_akm","rhs_weap_vss_grip_npz","rhs_weap_ak74","rhs_weap_m21s","SMA_SKS_F","rhs_weap_fgm148","rhs_weap_fim92","rhs_weap_m240G","rhs_weap_m249_pip_L_vfg","rhs_weap_sr25","rhs_weap_XM2010","rhs_weap_t5000","rhs_weap_M107"]; _Items = ["edn_Metalpipe","edn_camonet","edn_Cinderblock","edn_Cinderblock","edn_Cinderblock","edn_Cinderblock","edn_Sandbag","edn_Sandbag","edn_Steelplate","edn_Woodplank","edn_Woodplank","edn_Woodplank","edn_Wirecoil","rvg_Geiger","rvg_antiRad","Mask_M50","Mask_M40","rvg_plasticBottlePurified","SMA_ELCAN_SPECTER","SMA_MICRO_T2","rhsusf_acc_ACOG","optic_LRPS","rhsusf_acc_SpecterDR","rhsusf_acc_LEUPOLDMK4",'V_TacVestIR_blk','V_TacVestCamo_khk','V_TacVest_oli','V_TacVest_khk','V_TacVest_camo','V_TacVest_brn','V_TacVest_blk_POLICE','V_TacVest_blk','V_Rangemaster_belt','V_PlateCarrierSpec_rgr','V_PlateCarrierIAGL_dgtl','V_PlateCarrierIA2_dgtl','V_PlateCarrierIA1_dgtl','V_PlateCarrierGL_rgr','V_PlateCarrier3_rgr','V_PlateCarrier2_rgr','V_PlateCarrier1_rgr','V_PlateCarrier1_blk','V_HarnessOSpec_gry','V_HarnessOSpec_brn','V_HarnessOGL_gry','V_HarnessOGL_brn','V_HarnessO_gry','V_HarnessO_brn','V_Chestrig_rgr','V_Chestrig_oli','V_Chestrig_khk','V_Chestrig_blk','V_BandollierB_rgr','V_BandollierB_oli','V_BandollierB_khk','V_BandollierB_cbr','V_BandollierB_blk','ItemGPS','MineDetector','Rangefinder','NVGoggles','Laserdesignator','FirstAidKit','I_UavTerminal','muzzle_snds_H','muzzle_snds_L','uzzle_snds_B','muzzle_snds_H_MG','optic_Arco','optic_Hamr','optic_SOS','optic_Holosight','acc_flashlight','acc_pointer_IR','optic_MRCO','ptic_Nightstalker','optic_NVS','optic_DMS','optic_LRPS','optic_AMS','optic_KHS_hex','bipod_01_F_snd','bipod_01_F_blk','bipod_01_F_mtp','U_B_CombatUniform_mcam','U_B_CombatUniform_mcam_vest','U_B_GhillieSuit','U_Rangemaster','U_I_CombatUniform','U_I_CombatUniform_tshirt','U_I_Wetsuit','U_I_OfficerUniform','U_I_GhillieSuit','U_IG_Guerilla1_1','U_IG_Guerilla2_1','U_OG_Guerilla2_1','U_C_Journalist','V_Press_F','V_RebreatherIA','U_B_FullGhillie_lsh','U_B_FullGhillie_sard','U_B_FullGhillie_ard','U_O_FullGhillie_lsh','U_O_FullGhillie_sard','U_O_FullGhillie_ard','U_I_FullGhillie_ard','U_I_FullGhillie_sard','_PlateCarrierGL_blk','V_PlateCarrierGL_mtp','V_PlateCarrierSpec_blk','V_PlateCarrierSpec_mtp','V_PlateCarrierIAGL_oli']; _magazines = ["rhs_30Rnd_762x39mm","rhs_30Rnd_545x39_7N10_AK","hlc_12Rnd_357SIG_B_P226","rhs_20rnd_9x39mm_SP6","SMA_30Rnd_762x39_SKS_FMJ","rhs_fgm148_magazine_AT","rhs_fim92_mag","rhsusf_100Rnd_762x51_m62_tracer","rhs_200rnd_556x45_T_SAW","rhsusf_20Rnd_762x51_m993_Mag","rhsusf_5Rnd_300winmag_xm2010","rhs_5Rnd_338lapua_t5000","10Rnd_RHS_50BMG_Box"]; _aiunits = ["rhs_vdv_rifleman","rhs_vdv_rifleman_asval","rhs_vdv_officer_armored","rhs_vdv_marksman","rhs_vdv_machinegunner","rhs_vdv_junior_sergeant","rhs_vdv_at","rhs_vdv_aa","rhs_vdv_grenadier_rpg"]; //Add or remove unit classnames for more or less ai //random timer + calls in new drop/crash if (_mode == 1) exitwith { sleep (round (random _time)); [2] call fn_crashdrop; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>Supply Drop Inbound!</t>"; hint parseText (_title); }; //creates a drop/crash if (_mode == 2) exitwith { //Get data _cord1 = [_mapcenter, 1, _centerrad, 3, 0, 600, 0] call BIS_fnc_findSafePos; sleep 0.5; _cord2 = [_mapcenter, 1, _centerrad, 3, 0, 600, 0] call BIS_fnc_findSafePos; sleep 0.5; _cord3 = [_mapcenter, 1, _centerrad, 3, 0, 600, 0] call BIS_fnc_findSafePos; sleep 0.5; _cord4 = [_mapcenter, 1, _centerrad, 3, 0, 600, 0] call BIS_fnc_findSafePos; sleep 0.5; _cord5 = [_mapcenter, 1, _centerrad, 3, 0, 600, 0] call BIS_fnc_findSafePos; //Spawn heli & cargo _veh = [[0,0,0], 180,"I_Heli_light_03_unarmed_F",EAST] call bis_fnc_spawnvehicle; _cargo = "B_CargoNet_01_ammo_F" createVehicle [0,0,0]; _grp = group (_veh select 0); _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>Supply Drop Inbound!</t>"; hint parseText (_title); veh = _veh; cargo = _cargo; clearMagazineCargoGlobal _cargo; clearWeaponCargoGlobal _cargo; clearItemCargoGlobal _cargo; clearBackpackCargoGlobal _cargo; { _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "SUPPRESSION"; removeBackpackGlobal _x; removeAllWeapons _x; } forEach units (_veh select 2); //Spawn loot _weapc = 0; _weapcount = round (random _MaxWeap); while {_weapc < _weapcount} do { sleep 0.1; _weapc = _weapc + 1; _curi = _Weapons call BIS_fnc_selectRandom; _ammount = 1; _mag = getArray (configFile / "CfgWeapons" / _curi / "magazines"); _cargo addWeaponCargoGlobal [_curi,_ammount]; _cargo addMagazineCargoGlobal [(_mag select 0),round random 8]; }; _magc = 0; _magcount = round (random _MaxMag); while {_magc < _magcount} do { sleep 0.1; _magc = _magc + 1; _curi = _magazines call BIS_fnc_selectRandom; _cargo addMagazineCargoGlobal [_curi,round (random 5)]; }; _ic = 0; _ic = round (random _MaxItem); while {_ic < _ic} do { sleep 0.1; _ic = _ic + 1; _curi = _Items call BIS_fnc_selectRandom; _ammount = 1; _cargo addItemCargoGlobal [_curi,_ammount]; }; _bpackc = 0; _backcount = round (random _MaxBpack); while {_bpackc < _backcount} do { sleep 0.1; _bpackc = _bpackc + 1; _curi = _Backpacks call BIS_fnc_selectRandom; _ammount = 1; _cargo addBackpackCargoGlobal [_curi,_ammount]; }; (_veh select 0) setSlingLoad _cargo; //Set waypoints ETG_tvehdrop = true; ETG_tvehcrash = true; _wp = _grp addWaypoint [_cord1, 0]; _wp setWaypointType "move"; _wp setWaypointBehaviour "CARELESS"; (_veh select 0) flyInHeight 220; [_grp,1]setWaypointSpeed "FULL"; _wp = _grp addWaypoint [_cord2, 0]; _wp setWaypointType "move"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointStatements ['true', "ETG_tvehdrop = true;"]; _wp = _grp addWaypoint [_cord3, 0]; _wp setWaypointType "move"; _wp setWaypointBehaviour "CARELESS"; _wp = _grp addWaypoint [_cord4, 0]; _wp setWaypointType "move"; _wp setWaypointBehaviour "CARELESS"; _wp = _grp addWaypoint [_cord5, 0]; _wp setWaypointType "move"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointStatements ['true', "ETG_tvehcrash = true;"]; waituntil {ETG_tvehdrop}; //Unload (_veh select 0) flyInHeight 90; (_veh select 0) setSlingLoad objNull; _chute = "B_Parachute_02_F" createVehicle position _cargo; _cargo attachTo [_chute,[0, 0, -1.2]]; _smoke = "SmokeShellRed" createVehicle position _cargo; _smoke attachto [_cargo,[0,0,0]]; sleep 10; _smoke setDamage 1; deleteVehicle _smoke; _smoke = "SmokeShellRed" createVehicle position _cargo; _smoke attachto [_cargo,[0,0,0]]; waituntil {(getPos _cargo select 2) < 4}; detach _cargo; sleep 4; deleteVehicle _chute; _smoke = "SmokeShellRed" createVehicle position _cargo; _smoke attachto [_cargo,[0,0,0]]; _markerstr = createMarker ["Supply Drop", position _cargo]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_warning"; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>Supply Drop Delivered!</t>"; hint parseText (_title); if (_rpt) then { diag_log "###ETG Heli Crash and Drop Script by Kellojo###"; diag_log format ["###Cargodrop position: %1",position _cargo]; diag_log "###End###"; }; if (_ai) then { _hcunits = [position _cargo, EAST, _aiunits,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _hcg = group (leader _hcunits); _hcg addWaypoint [position _cargo, 0]; [_hcg, 0] setWaypointType "GUARD"; [_hcg, 0] setWaypointBehaviour "AWARE"; { removeBackpackGlobal _x; removeAllWeapons _x; _curW = _weapons call BIS_fnc_selectRandom; [_x,_curW, 5] call BIS_fnc_addWeapon; } forEach units _hcunits; }; //Wait for crash & crash waituntil {ETG_tvehcrash || (getDammage (_veh select 0) > 0.2)}; (_veh select 0) setDamage 1; waituntil {(getPos (_veh select 0) select 2) < 1}; sleep 10; _crashpos = position (_veh select 0); _crashrot = getDir (_veh select 0); sleep 2; deleteVehicle (_veh select 0); _cheli = createVehicle ["Land_Wreck_Heli_Attack_01_F",_crashpos,[], 0, "can_collide"]; _cheli setDir _crashrot; _cheli setPos [position _cheli select 0,position _cheli select 1, 0.1]; _cheli setVectorUp surfaceNormal position _cheli; _smokeeff = createVehicle ["test_EmptyObjectForSmoke",position _cheli,[], 0, "can_collide"]; _smokeeff attachTo [_cheli, [0.5, -2, 1] ]; _fireeff = createVehicle ["Campfire_burning_F",_crashpos,[], 0, "can_collide"]; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>We've got a blackhawk down!</t>"; hint parseText (_title); _markerstr = createMarker ["Helicopter Crash", position _cheli]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_warning"; if (_ai) then { _hcunits = [position _cheli, EAST, _aiunits,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _hcg = group (leader _hcunits); _hcg addWaypoint [position _cargo, 0]; [_hcg, 0] setWaypointType "GUARD"; [_hcg, 0] setWaypointBehaviour "AWARE"; { removeBackpackGlobal _x; removeAllWeapons _x; _curW = _weapons call BIS_fnc_selectRandom; [_x,_curW, 5] call BIS_fnc_addWeapon; } forEach units _hcunits; }; if (_rpt) then { diag_log "###ETG Heli Crash and Drop Script by Kellojo###"; diag_log format ["###Helicrash position: %1",_crashpos]; diag_log "###End###"; }; _weapc = 0; _maxweapc = round (random _MaxWeap); _whold = createVehicle ["Box_IND_Wps_F",_crashpos,[], 25, "none"]; clearMagazineCargoGlobal _whold; clearWeaponCargoGlobal _whold; clearItemCargoGlobal _whold; clearBackpackCargoGlobal _whold; while {_weapc < _maxweapc} do { _weapc = _weapc + 1; _curri = _Weapons call BIS_fnc_selectRandom; _Ammount = 1; _whold addWeaponCargoGlobal [_curri,_Ammount]; _mag = getArray (configFile / "CfgWeapons" / _curri / "magazines"); _whold addMagazineCargoGlobal [(_mag select 0),round random 6]; }; _magc = 0; _maxmagc = round (random _MaxMag); _whold = createVehicle ["Box_IND_Wps_F",_crashpos,[], 25, "none"]; clearMagazineCargoGlobal _whold; clearWeaponCargoGlobal _whold; clearItemCargoGlobal _whold; clearBackpackCargoGlobal _whold; while {_magc < _maxmagc} do { _magc = _magc + 1; _curri = _magazines call BIS_fnc_selectRandom; _Ammount = round (random _MaxItem); _whold addMagazineCargoGlobal [_curri,_Ammount]; }; _ic = 0; _maxic = round (random _MaxItem); _whold = createVehicle ["Box_East_Grenades_F",_crashpos,[], 25, "none"]; clearMagazineCargoGlobal _whold; clearWeaponCargoGlobal _whold; clearItemCargoGlobal _whold; clearBackpackCargoGlobal _whold; while {_ic < _maxic} do { _ic = _ic + 1; _curri = _Items call BIS_fnc_selectRandom; _Ammount = 1; _whold addItemCargoGlobal [_curri,_Ammount]; }; _bpackc = 0; _maxbpackc = round (random _MaxBpack); _whold = createVehicle ["Box_East_Grenades_F",_crashpos,[], 25, "none"]; clearMagazineCargoGlobal _whold; clearWeaponCargoGlobal _whold; clearItemCargoGlobal _whold; clearBackpackCargoGlobal _whold; while {_bpackc < _maxbpackc} do { _bpackc = _bpackc + 1; _curri = _Backpacks call BIS_fnc_selectRandom; _Ammount = 1; clearBackpackCargoGlobal _whold; _whold addBackpackCargoGlobal [_curri,_Ammount]; }; [1] call fn_crashdrop; };
  10. Hello, this script is awesome and I have been using it for quite some time. I was wondering if it was possible to modify this script so that I can sell vehicles at the garage and if it is possible to make it so that vehicles not bought from the store such as editor placed or script spawned vehicles can be stored in the garage. Cheers.
  11. Hello, I am currently working on a DayZ type mod/mission file for Arma 3 and I am wondering if anyone is aware of a pre-existing script that generates Dayz Overpoch type missions or if someone could assist me with making a script or pointing me in the right direction for a tutorial or previous answers of some sort. Doesnt have to be too advanced I just want it to place a marker down at random on the map after a timer expires and then spawns a box where the marker is that has predefined loot. As well as AI that guard it. Any help would be greatly appreciated.
  12. Steam client failed to process the operation: steam error code: 8 steam error message: invalidparam - a parameter is incorrect
  13. Azola21

    Ravage

    I am running NIArms all in one, RHS GREF, AFRF, USF & SAF, ACE3, CBA, SMA Weapons, Military Gear Pack and VSM Uniforms. On top of that I put this script in to add traders however I have made sure that any save functions from that script have been removed. edit: I just did a test with friends on a locally hosted server with the exact same mods and mission file and it saves without any issues. However for it to save I have to press escape and then click the save button however I'm not sure that's possible on a dedicated server.
  14. Azola21

    Ravage

    Ok thank you. I will set it to friends only just so my mates can access it. Another thing, I have set Ravage up on my dedicated server and it works really well except for one major issue which is that MP Persistence doesnt seem to be working. If you log off then log back in it doesn't save, am I missing something? I have the save module down with MP Persistancy set to yes so I'm not sure what I am doing wrong. Another this is that whenever someone respawns it says "creating new multiplayer save for this server" but it still doesnt save. So obviously the module is activated but I might have set something up that is conflicting.
  15. Azola21

    Ravage

    I am extremely sorry for uploading it to steam. My friends and I have really been getting into Ravage lately and a couple more friends wanted to try it out too but arent that savy with technology so I uploaded it for ease of access without even realizing there was a direct warning saying not to upload it to steam. Kodabar notified me and I removed it straight away. Sorry for the momentary lapse in brainpower, Jansen
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