Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by Bosh__

  1. Is it possible to, for example, set allowAgainstInfantry for the vanilla RPG for all units spawned in a mission by script?
  2. Hi Puffin thanks for the response! I’ve set up 2 sqf files, restrain and restrainTarget and given the civilian unit an addaction that calls restrain.sqf. Im having a problem adding ‘restcaller = false; restrain = false’ because the units are called by script and ‘_unit restcaller = false’ isn’t working. Any help would be great :)
  3. Love the script mate! I was wondering is it possible to edit it so it uses the unit’s role description (which can be changed) rather than the default Team Leader etc
  4. I currently have this script (https://pastebin.com/A1eXSFDA) that places a rectangle on each house in the house array, makes it the size of its bounding box and gives it a name M%1. This script works in debug console to add markers but these disappear on mission start This is to work with BMR insurgency and it causes a few problems that the grids are generated every time on mission start. So I was wondering if I could make the grids in 3den using the debug console and create3DENEntity. I've found this script (https://pastebin.com/SURPRMSL) which adds a mil_dot on every building you list however I can't seem to combine the scripts to where I get the results of the first script created within the 3den editor. I'm currently scrambling around this this (https://pastebin.com/yeGBE2L1) but it's not really working. Any help would be great
  5. Bosh__

    Combat Patrol

    How do you access the CP code for taks/AI spawning etc? All I can see in the folder is desc/mission/init.
  6. In order to run this in a mission on a dedicated server do I need to do anything different? Maybe with init_server.sqf? Or should it just work with the the init line in the instructions?
  7. @phronk Hi Phronk, great work as always! I don’t know if it’s possible but have you thought about adding graffiti/posters to the outside of some buildings?
  8. Script in question - https://pastebin.com/vfaTGnBN from https://steamcommunity.com/app/107410/discussions/0/412447331648476799/ This script works fine at the moment to add rectangle markers to the specified buildings in HouseArray. However I need the markers to be named m1, m2, m3, m4 etc in order to work with the EOS spawn system. I've seen scripts with something like "m_%1" to have numbers in ascending order but I can't get that to work. The boxes are fine at the moment and I can live with them but they tend to really overlap the grey boxes on the map that indicate buildings. I was wondering if there was something better than boundingBoxReal that would stick exactly to the grey boxes on the map? Lastly, would it be possibly to change this to something that can be executed in debug console to create the markers in the editor? Rather than running a script every time on mission start. This doesn't really matter as much, just wondering if possible. Any help would be great!
  9. Bosh__

    Eden Editor question

    Basic Basic is the least-harsh preset. Damage received is calculated in the same way as is in vanilla, non-modded Arma 3. The defining difference is that the player will always enter the incapacitated state when they would otherwise be killed. Advanced The Advanced preset uses a new damage calculation system which is built around the unconscious state. The calculation is more harsh in general, and improves effectiveness of lower-caliber weapons. The new preset highlights are: Hits to extremities, like are arms or legs, rarely cause immediate death. Instead, they will more-likely trigger the unconscious state Lower-caliber hits have a much larger effect but, while hits from higher-caliber weapons kill players straight away, lower-caliber hits often "just" trigger incapacitation Unlike the Basic preset, the Advanced preset allows players to die if massive wounds are inflicted. Standard hits to protected areas usually trigger incapacitation
  10. Bosh__

    Chernarus-Map with Free Camera

    1) Try out Chernarus redux https://steamcommunity.com/sharedfiles/filedetails/?id=1128256978 2) Simply click select Play in Single Player in Eden editor without any units as 'player'
  11. Awesome, can't wait to try this out!
  12. Thanks for the awesome script! Do you think it would be possible to merge this with the EOS spawn system that some insurgency missions like BMR Insurgency use?