Jump to content

GEORGE FLOROS GR

Member
  • Content Count

    4230
  • Joined

  • Last visited

  • Medals

Everything posted by GEORGE FLOROS GR

  1. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    This is prety easy , but you should tell to Vandeanson about it , because , once the unit is created its better to call a script for a loadout instead of running a loop to find what unit is not spawned with the certain loadout. I don't really know if you understand this but is way better to tell him and don't worry , if there is a problem , i'm here.
  2. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    First , this mission uses different sides and classnames ? We can control this using a certain class and then add a loadout selection.
  3. GEORGE FLOROS GR

    Creating default units in editor

    NO idea !
  4. GEORGE FLOROS GR

    GF Set Custom Loadout Script - Mod

    Hello there @Husker-71 ! I'm fine and i hope that you are good as well ! To be honest i have some scripts made about loadouts and i was trying every time to help generally according the certain occasion. Maybe this script is not that useful for what you are trying to succeed in. So write down what exacly you want to do and i'll try to help you , just since we are talking for a different code let's move our discussion here : ps: quote my post there. Thanks !
  5. GEORGE FLOROS GR

    Creating default units in editor

    Hello there Guys ! Welcome also @Svartalfheim to BI Forums ! It's good to take a look always here : https://community.bistudio.com/wiki/Initialization_Order https://community.bistudio.com/wiki/Event_Scripts Since the certain code is about all the units , players and ai , you can add this in the init.sqf : addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if(isPlayer _unit)then{ [_unit, [profileNamespace, "inventory_var"]] call BIS_fnc_saveInventory; }else{ [_unit, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; }; }]; addMissionEventHandler ["EntityRespawned", { params ["_entity", "_corpse"]; if(isPlayer _entity)then{ if ( profileNamespace getVariable[ "bis_fnc_saveInventory_data", [] ] find "inventory_var" > -1 ) then { [_entity, [profileNamespace, "inventory_var"]] call BIS_fnc_loadInventory; }; }else{ [_entity, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; }; }];
  6. GEORGE FLOROS GR

    GF Headshot + Killfeed Script

    Hello there Feriksson and thank you very much ! This is not from my script , but i can fix this for you if you send me the files.
  7. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Thank you very much as well @down8 ! I hope you like it , i have some other scripts for loadouts also , nut i don't know if my scripts generaly are working properly due to the waituntil update. Have fun !
  8. GEORGE FLOROS GR

    Recruitment script

    Hello there @Theo Thalwitzer and welcome also to BI Forum ! Here is a dfferent approach , without loops , working also with spawned units:
  9. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    YES , offcourse you are correct ! that was a big miss ! Thanks , to be honest i didn't even notice ! I'm a little bit busy lately with my life , so arma unfortunately is not in my priorities. This is why i'm not active generally .
  10. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Hello there to everyone ! Here is an update of the ranks + draw3d script : +GF_Ranks_Script.VR.zip File created: 2020-02-24 12:56:58 AM | File expires in: 29 days 21:58:40 | File Size: 12.0 KB | Have fun !
  11. GEORGE FLOROS GR

    help with eventHandler please!

    Hello there DarkViper98 and welcome also to BI Forums ! Maybe you should take a look in here :
  12. GF Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation: Installation / Usage: For usage instructions and information of how to use the GF Custom Deathscreen Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and the description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic GF Custom Deathscreen Script
  13. GEORGE FLOROS GR

    GF Custom Deathscreen Script

    +GF_Custom_Deathscreen_Script.VR.zip File created: 2020-02-14 11:23:25 PM | File expires in: 29 days 21:56:32 | File Size: 639.1 KB | #File Size: 639.1 KB
  14. GEORGE FLOROS GR

    GF Missions Script

    Hello Casio91Fin ! It is possible , but generally this script and the most of mine needs an update due to the waituntil change of syntax . I don't really know to be honest if i will make any updates to be honest , as said also above , so i can't really say anything actually. when i created this i used both Eos and Dac and a custom spawn system in order to be able to select according the preference and the mission. I don't know if these scripts are still working properly. If there is any news i'll post about it.
  15. GEORGE FLOROS GR

    [Help] HoldAction to Classname

    How about this ?
  16. Hello there Reezo ! I don't know if this will help you , or if you want generally any help , but you can also check here : This way it will change the explosion with another like : - Just trying to help , in fact you might already have complete it ! I'll be waiting to see the progress !
  17. GEORGE FLOROS GR

    GF Headshot + Killfeed Script

    Hello there sniperb ! Sorry that i didn't reply , i was away. What exacly you would you like to do actually ?
  18. GF Explosive Objects Script - Mod by GEORGE FLOROS [GR] Description: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Explosive Objects Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40411 Armaholic GF Explosive Objects Script - Mod
  19. GEORGE FLOROS GR

    GF Explosive Objects Script - Mod

    Hello there GOMERSGOOD ! Sorry that i didn't reply , i was away ! Send me if it's possible (in a message ) your mission files and i'll check as well if the script needs any update.
  20. GEORGE FLOROS GR

    Ratings and Ranking up

    Somebody else did , so here is what i 've got so far : +GF_Ranks_Script.VR.zip File created: 2020-01-25 11:00:24 PM | File expires in: 29 days 21:59:02 | File Size: 12.8 KB | have fun ! GF_Draw3D.sqf GF_Ranks.sqf
  21. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    #GF_gestures_TEST.VR.zip File created: 2020-01-21 09:31:35 PM | File expires in: 29 days 21:58:42 | File Size: 5.2 KB |
  22. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Have you got an initplayerlocal.sqf in your mission file ? if not create one and just add the above code and try to change also the animation. If you can't i'll upload an example mission.
  23. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Here is something basic that i did a little hasty ! initplayerlocal.sqf // https://community.bistudio.com/wiki/DIK_KeyCodes GF_Holster_key = 0x06; // key 5 GF_gestureHi_key = 0x3B; // key DIK_F1 GF_gestureYes = 0x3C; // key DIK_F2 GF_gestureNo = 0x3D; // key DIK_F3 GF_gestureFollow = 0x3E; // key DIK_F4 GF_gestureCeaseFire = 0x3F; // key DIK_F5 GF_gestureFreeze = 0x40; // key DIK_F6 GF_gestureGo = 0x41; // key DIK_F7 GF_gestureAdvance = 0x42; // key DIK_F8 GF_gestureUp = 0x43; // key DIK_F9 GF_gestureCover = 0x44; // key DIK_F10 GF_gestures = { // keyDown params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; _handled = false; if(!alive player) exitWith {_handled}; //________________ GF_Holster_key ________________ if(_key isEqualto GF_Holster_key)then{ if(currentWeapon player != "")then{ GF_currentWeapon = currentWeapon player; player action["switchWeapon", player, player, -1]; }else{ if(!(isNil "GF_currentWeapon"))then{ player selectWeapon GF_currentWeapon; }; }; systemchat"GF_Holster_key"; }; //________________ GF_gestureHi_key ________________ if(_key isEqualto GF_gestureHi_key)then{ player playAction "gestureHi"; systemchat"gestureHi"; }; //________________ GF_gestureYes ________________ if(_key isEqualto GF_gestureYes)then{ player playAction "gestureYes"; systemchat"gestureYes"; }; //________________ GF_gestureNo ________________ if(_key isEqualto GF_gestureNo)then{ player playAction "gestureNo"; systemchat"gestureNo"; }; //________________ GF_gestureFollow ________________ if(_key isEqualto GF_gestureFollow)then{ player playAction "gestureFollow"; systemchat"gestureFollow"; }; //________________ GF_gestureCeaseFire ________________ if(_key isEqualto GF_gestureCeaseFire)then{ player playAction "gestureCeaseFire"; systemchat"gestureCeaseFire"; }; //________________ GF_gestureFreeze ________________ if(_key isEqualto GF_gestureFreeze)then{ player playAction "gestureFreeze"; systemchat"gestureFreeze"; }; //________________ GF_gestureGo ________________ if(_key isEqualto GF_gestureGo)then{ player playAction "gestureGo"; systemchat"gestureGo"; }; //________________ GF_gestureAdvance ________________ if(_key isEqualto GF_gestureAdvance)then{ player playAction "gestureAdvance"; systemchat"gestureAdvance"; }; //________________ GF_gestureUp ________________ if(_key isEqualto GF_gestureUp)then{ player playAction "gestureUp"; systemchat"gestureUp"; }; //________________ GF_gestureCover ________________ if(_key isEqualto GF_gestureCover)then{ player playAction "gestureCover"; systemchat"gestureCover"; }; _handled; }; []spawn{ (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call GF_gestures"]; };
×