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Everything posted by Alleged Accomplice
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[RELEASE] TypeSqf Editor - [OpenSource]
Alleged Accomplice replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for all your hard work man.- 206 replies
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Loadout Script
Alleged Accomplice replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I do this in the editor edit loadout/arsenal thing ctr shit c exports the loadout in sqf format like this. // Exported from Arsenal uniformClass = "U_BG_Guerilla2_1"; backpack = "B_FieldPack_taiga_F"; weapons[] = {"uns_ak47","CUP_hgun_Deagle","uns_binocular_army","Throw","Put"}; magazines[] = {"uns_ak47mag","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_mk2gren","uns_mk2gren","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_leaflet12","uns_item_condoms"}; items[] = {"FirstAidKit","UNS_TrapKit","ToolKit","FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"CUP_V_OI_TKI_Jacket5_01","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemCompass","ItemWatch"}; Now if you have a scope on the weapon it has to be added in linked items, else you won't have it. Now you have to make a file called loadouts.cpp or whatever you want to name it as long as you keep the dot cpp part. It will have to have other parts as well not just the loadout. You can get the scope classname by hitting CTRL C and pasting the result into a regular old text file cause it won't be in SQF format class CfgRoles { class east1 { displayName = "Rebel Rifleman"; }; class east2 { displayName = "Rebel Sapper Miner"; }; <-- important LOL ///////these are from a scenario I'm making, name the loadout whatever you want but but do keep that class part. You can have as many as you want. east, west, civilian has to be spelled out and the green team has to be resistance, not shortened as far as I know, it can't be. Next is class CfgRespawnInventory, all in the same file but I separated it. class CfgRespawnInventory { class east1 { displayName = "Rebel Rifleman"; // Name visible in the menu role = "east1"; // Loadout definition, uses same entries as CfgVehicles classes uniformClass = "U_BG_Guerilla2_1"; backpack = "B_FieldPack_taiga_F"; weapons[] = {"uns_ak47","CUP_hgun_Deagle","uns_binocular_army","Throw","Put"}; magazines[] = {"uns_ak47mag","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_mk2gren","uns_mk2gren","CUP_7Rnd_50AE_Deagle","uns_ak47mag_NT","uns_ak47mag_NT","uns_ak47mag_NT","uns_leaflet12","uns_item_condoms"}; items[] = {"FirstAidKit","UNS_TrapKit","ToolKit","FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"CUP_V_OI_TKI_Jacket5_01","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemCompass","ItemWatch"}; }; class east2 { displayName = "Rebel Sapper Miner"; // Name visible in the menu role = "east2"; // Exported from Arsenal by uniformClass = "U_BG_Guerilla2_1"; backpack = "CUP_B_CivPack_WDL"; weapons[] = {"uns_svt","uns_rpg7","uns_binocular_navy","Throw"}; magazines[] = {"uns_svtmag","uns_rpg7grenade","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","uns_svtmag","SmokeShell","SmokeShell","SmokeShell","SmokeShell","DemoCharge_Remote_Mag","uns_mine_TM_mag","PipeBomb","DemoCharge_Remote_Mag","DemoCharge_Remote_Mag"}; items[] = {"FirstAidKit","FirstAidKit","FirstAidKit","FirstAidKit"}; linkedItems[] = {"CUP_V_B_GER_Carrier_Rig_2_Brown","CUP_H_USArmy_Helmet_M1_plain_M81","CUP_G_Oakleys_Drk","ItemMap","ItemCompass","ItemWatch"}; }; }; Only 2 here and only 1 side. The sides aren't separated by anything but make sure you put the extra }; at the very end of the file. Also remember the scopes on the rifles have to added in the linked items part. You can get the scope classname by hitting CTRL C and pasting the result into a regular old text file cause it won't be in SQF format.All of that should be saved as loadout.cpp. Now in your description.ext file you put this respawnTemplateseast[] = {"MenuInventory","MenuPosition"}; respawnTemplateswest[] = {"MenuInventory","MenuPosition"}; #include "loadout.cpp" Now in your init.sqf you need to put this to create the respawn inventory thing the game needs to do the whole thing. Also include the respawn on start so you respawn or you might end up with the default inventory or no inventory since the guy in my scenario actually have nothing. respawnOnStart = 1; [east, "east1"] call BIS_fnc_addRespawnInventory; [east, "east2"] call BIS_fnc_addRespawnInventory; //this is in your init.sqf file THIS is the one thing I never get wrong, I've made scenarios with 24 loadouts, 12 a side, they all work selectable from this screen.I used to know how to put images in here https://images2.imgbox.com/1f/3d/TyASjwX1_o.jpg -
Gonna put this here cause it took me a bit to figure out how to clear the vehicle of its default loadout. You can see the _veh is used after clearitemcargo and the other two. Do not use "remove" on vehicles. I wanted to load a chair into the thing but I can't get it in LOL params ["_veh"]; // Since we're calling this code from a script file, we need to pass in the vehicle as an argument (the "_this select 0" part below) _veh lock 0; // And you can put in comments after a double slash to remind you what each line does if (bob == _veh) then { clearItemCargo _veh ; clearmagazineCargo _veh; clearWeaponCargo _veh; _VEH addweaponcargoglobal ["uns_ak47", 35]; _VEH addweaponcargoglobal ["CUP_hgun_Colt1911", 35];
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[RELEASE] TypeSqf Editor - [OpenSource]
Alleged Accomplice replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What am I doing wrong? It crashes as soon as I open an sqf file- 206 replies
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Should Arma 4 have pilotable Naval Assets?
Alleged Accomplice replied to Weisssbrot's topic in ARMA 3 - QUESTIONS & ANSWERS
It should have at least simple ships, all of them simplified so its not such a pain, something like was done in BF 42 and in BF2 Forgotten hope mod with the WWII ships. Also it should have the ground not be the bottom of everything so you can have real craters and have real in ground defenses. Neither of those things will happen. -
Eden Editor Supply Drop HELP!
Alleged Accomplice replied to Markus Staiger's topic in ARMA 3 - EDEN EDITOR
You could put those in a box that you load on the chopper or sling underneath and have it dropped. I cannot get any chopper to hold anything but basic default supplies. So when it does a supply drop it is unlikely to drop anything that is not default. A vehicle would work even better, doesn't have to be big, just put that in the vehicles init. I don't know how to change the supply drop and I know the AI is not real trustworthy if you have them bring supplies but they can do it but you'll have to load the box IMO. You look around here you'll find a script for it or an addon.- 2 replies
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mission maker tools MGI ADVANCED MODULES
Alleged Accomplice replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks pierremgi. Works great. I messed up and put two vehicle respawn modules and it threw an error. I didn't read the instructions LOL.- 302 replies
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I want to change this name to Bailing_Out, my in ARMA name but it doesn't let me. Alleged_Accomplice is a name associated with a guy who talks politics quite a bit on other sites. Its not that agree or disagree with him its just I do not talk politics. This name goes with my email
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[RELEASE] Light advanced vehicle respawn
Alleged Accomplice replied to Fiddi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Using pierremgi's vehicle respawn module, if you tick keep the appearance and pylons the loadout is restored to original. I thought keep actions and arsenal would do that but it does not. -
[RELEASE] Light advanced vehicle respawn
Alleged Accomplice replied to Fiddi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still works. Throws errors about the paint but I think it has something to do with that apc having so many different paint jobs in game. Maybe not who knows. Took out this if _savePaint then {[_newVehicle, _paint, _parts] call BIS_fnc_initVehicle}; from fn_vehicleMonitor.sqf and used this in vehicle init [this, 5, {_this allowDamage true;}, 1] call FRED_fnc_vehicleRespawn; and it went away. I am probably putting the wrong thing in the vehicle init or something. I cannot limit number of respawns. The fact that the ammo loadout comes back just like it was every time, thats all I ever wanted really. After it respawns 2 or 3 times times the loadout goes to default. If I put allowdamage false after the 2nd or third respawn it becomes invincible. [this, 15, {_this allowDamage true;}, 5] I put that in, after 5 I get default loadout but it still respawns -
[SCRIPT] Explosive-To-Vehicle
Alleged Accomplice replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found an addon, it works, not yours, I'll have to get that to try it. Wait a minute, it says I'm already subscribed to your modules, how have I not seen the explosive one HUMMMMM. Not paying attention is my guess LOL -
[SCRIPT] Explosive-To-Vehicle
Alleged Accomplice replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The addon I found works no matter what but with only DemoCharge_Remote_Mag. Gonna try to add to the addon, not something I'm good at but the author is no longer doing anything to it. -
Markers only visible to one Side
Alleged Accomplice replied to weaponsfree's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I somehow posted twice -
Markers only visible to one Side
Alleged Accomplice replied to weaponsfree's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use this in a txt file { _x setMarkerAlphaLocal 0 } count (allMapMarkers select { private _marker = _x; !([east,west,civilian,resistance] select {_marker find toLower str _x != -1} isEqualTo []) && { _x find toLower str playerSide == -1 } }); Save that as markers_side.sqf in you mission/scenario folder When you put a marker on the map use a prefix that fixes who can see it. east west guerilla civilian. Such as east_marker_1. Never made the civ or guerilla markers so I do not know if you can abbreviate them to guer and civ or not. In your init.sqf you put this execVM "markers_side.sqf"; I cannot see the other sides markers at anytime using that. Oh wait, I never make briefings so maybe it can be seen there. Edit: went and tested guer and civ work. -
Respawn on Player
Alleged Accomplice replied to fin_soldier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This should work even easier. Just sync two respawn postions, one to each. You might be able to just use one and sync it to both. -
Scripting Introduction for New Scripters
Alleged Accomplice replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The main problem with using the wiki and other stuff like it is that it has no real world examples. Those who have actually done stuff, scripted something should post pieces of code they've used in a mission or scenario. Many of the scripts posted on the wiki don't do anything. An example is very useful. You download missions, scenarios and when you try to unpack it to see examples, well the way it publishes leaves you with squat to learn from.- 97 replies
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Only 1 optionf for role selection appears
Alleged Accomplice replied to kyranpabla's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make them all playable then go here, https://steamcommunity.com/sharedfiles/filedetails/?id=1986342104 you'll want to use ATOM or one of the other SQF file editors. If you do that you can make as many loadouts as you want, name them what you want and select them from this screen. -
Civilian Presence agents and sectors
Alleged Accomplice replied to mrevilck's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes the sector acts like a trigger but it is not as good as one IMO and having sides defined on each one should fix your problem. I have never done it but I guess you could sync them to the sector module and keep using it as the trigger but I've not tried that. The sides that are eligible to score and capture need to be defined everywhere, IMO. The way I do it now is the first way I did it. It was in the first guide I saw on making sectors a long time ago. I also used the sectors like a trigger like you do for awhile but I found the old convoluted way works better. The trigger switching sides seems to work better to set off other things if I use its condition (which is the condition of the sector module I know but the trigger on the map changing it is just different and better IMO) for having a spawn point inside that sector show up or other stuff. I didn't use sides either when changing to the "new way" you are doing it either but I had more problems when doing that. Last thing I see is your bleed tickets and respawn tickets modules are not synced to the sector control module -
Civilian Presence agents and sectors
Alleged Accomplice replied to mrevilck's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your sector modules should have only the sides that are fighting synced to it and your sector control module should have the sides fighting synced to it. Your sector or sectors should be synced to your sector control module. Its easier just to send a picture. If you set it up this way civs should have no effect cause they aren't a side that the sector control module will show any regard for. Now there are more ways to set up sectors than the way I do it and I've done it different ways. Do you have sides modules synced to both the sector and the sector control modules? -
[SCRIPT] Explosive-To-Vehicle
Alleged Accomplice replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will have to go back and make sure about the file but I did try it with base and markers and it didn't work. The test mission I have didn't have a respawn marker, you just spawned in where the guy was. -
[SCRIPT] Explosive-To-Vehicle
Alleged Accomplice replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This used to work for me with multiple selectable respawn positions but now it does not. I have tried the new stuff posted by RCA3 and that didn't help either. I don't know if the file at Armaholic is the latest or not. ZooLoo75 is no longer around and I cannot find it in his dropbox. -
Custom Selectable Loadouts
Alleged Accomplice posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is just going to be a link to the workshop guide I made. Some of you are going to look at it and go, "well I have known how to do this forever" and maybe you have alluded to it as well in posts but I have never seen it detailed anywhere. I got to this from stuff posted here and elsewhere, bits and pieces and I saw one somewhat complete but not quite piece of the puzzle and i put them altogether to get this. Not all of us have spent 10 years editing ARMA 2 and then 3. Everything I do on it it like a puzzle, I know no one will likely ever play a scenario I make but the puzzle solving part of it satisfies my brain a little bit. I do appreciate and thank those who have helped me. https://steamcommunity.com/sharedfiles/filedetails/?id=1986342104 -
Respawn Module spawns players on top of building, not inside
Alleged Accomplice replied to Zjajo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can set the height but when I saw this post I set it to 7 but I still spawned on the ground. It only raises the module up in the editor. -
Custom Karts Race In Eden Editor
Alleged Accomplice replied to DP97gmbh's topic in ARMA 3 - EDEN EDITOR
They made karts and then didn't give a crap about it. I saw one guy in a youtube video that had made a simple track that counted laps and everything. Said he was going to post again how he did it, he has never been back to youtube again since that day. -
Respawn vehicles with a trigger
Alleged Accomplice posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't even know if this can work but I was trying it, the trigger fires but it says generic error in on activation. I have no idea what that means, spent some time trying to find another person getting this error. Trigger is setup like this none Seized by blufor present Condition is (sector1 getVariable "owner") == west on activation is respawnvehicle; delay = 5, count = 2 Foreach thislist; The vehicle is inside the trigger area Blow up the vehicle, take the sector and it then shows the error generic error in on activation.