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Casio91Fin

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Everything posted by Casio91Fin

  1. How gets a safe start notification? and how does it work?
  2. Casio91Fin

    Put music in a radio with say3d

    maybe this could be helpful https://www.youtube.com/watch?v=ZWCfHXS898I&t=193s
  3. Is it possible that the AI (Group_x leader) would call an air strike? If a third of the group had died. Then the group leader would call for an air strike. (target player)
  4. how to get some protection for MG. Static MG is generated by a script E:G _Static_Weapons = selectRandom SP_IND_Static_Weapon_Array; _create_Static_Weapons = _Static_Weapons createVehicle _FSP; _Seats_Number = [_Static_Weapons,true] call BIS_fnc_crewCount; _create_Static_Weapons lock true; _create_Static_Weapons setDir _RDir; (360)
  5. Casio91Fin

    AI multiplier

    @Sgt. Dennenboom Thank you. That script is working.
  6. Is it possible that, if there are players on the server (4 or more) then the AI would be 2x more than the players. Is there a good way to make a script about it?
  7. Casio91Fin

    AI multiplier

    @Sgt. Dennenboom I create as one team at a time. Most are like this SP_Missions_Squad_Members = 3 + (random 3 + 4); for "_x" from 0 to (SP_Missions_Squad_Members) do ..... and without for "_x" from 0 to (random 5 + 7) do ...... i like this style more, because easier to control things.
  8. Casio91Fin

    GF Missions Script

    Hey. when in Arma 3 is forest area, how i will get missions there? E.G forest camp task?
  9. SP_AllPlayers = allUnits select {isPlayer _x}; This works on the server side, but only 80% SP_AllPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; <<< This doesn't work on the MP side why? (working SP) or have I forgotten something? Needs some sort of the same type that would read the players in server.
  10. Casio91Fin

    Read all players in coop

    @pierremgi thanks for the advice.
  11. How to make this work, so that, if the AI leader status == combat. https://community.bistudio.com/wiki/findCover
  12. Casio91Fin

    AI find cover

    @JohnKalo Thank you for your suggestion
  13. How can I add this AI to the init field if the AI is generated by a script? _Unit = guard = [this] execVM "HousePatrol.sqf" https://www.armaholic.com/page.php?id=26083
  14. Casio91Fin

    Ratings and Ranking up

    This is just fine and functional, but how should it be added [player, ranks?] call BIS_fnc_setUnitInsignia? would appear even, if the player changed uniform.
  15. How do I get each vehicle's AI so it's full? Yes, I get a full group in one vehicle, but not 3 at the same time. Are there any suggestions on how I could be done? script which i am using _Pos_1 = SP_Mission_Pos; _Pos_Spawn = [[[_Pos_1, 25 + random 250]],["water"]] call BIS_fnc_randomPos; _Group = createGroup SP_Missions_Enemy_Side; _Group_Crew = createGroup SP_Missions_Enemy_Side; _Light_Vehicle = selectRandom SP_Patrols_Vehicle_Array; _Spawned_Light_Vehicle = for "_x" from 1 to 3 do {_Light_Vehicle createVehicle _Pos_Spawn;}; _Seats_Number = [_Light_Vehicle,true] call BIS_fnc_crewCount; _Seats_Number_Crew = [_Light_Vehicle,false] call BIS_fnc_crewCount; for "_x" from 1 to _Seats_Number_Crew do { _unit_Crew = _Group_Crew createunit [SP_Civilian_Array select floor(random count SP_Civilian_Array), _Pos_Spawn, [], 0, "None"]; [_unit_Crew] JoinSilent _Group_Crew; _unit_Crew moveInAny _Spawned_Light_Vehicle; (leader _Group_Crew) setSkill 1; _Spawned_Light_Vehicle forceFollowRoad true; _Spawned_Light_Vehicle setConvoySeparation 30; removeAllWeapons _unit_Crew; removeAllItems _unit_Crew; removeAllAssignedItems _unit_Crew; removeVest _unit_Crew; removeBackpack _unit_Crew; removeGoggles _unit_Crew; _Headgear = selectRandom SP_Civilian_Headgear_Array; _Goggles = selectRandom SP_Civilian_Goggles_Array; _Vests = selectRandom SP_Civilian_Vests_Array; _Backpacks = selectRandom SP_Civilian_Backpacks_Array; _unit_Crew addHeadgear _Headgear; //_unit_Crew addGoggles _Goggles; // add possibility if (floor (random 30) < 6) then {_unit_Crew addGoggles _Goggles;}; if (floor (random 30) < 5) then {_unit_Crew addVest _Vests;}; if (floor (random 30) < 15) then {_unit_Crew addBackpack _Backpacks;}; _Primary_Weapon = selectRandom SP_Civilian_primaryWeapon_array; _secondaryWeapon = selectRandom SP_Civilian_secondaryWeapon_array; _handgunWeapon = selectRandom SP_Civilian_HandGunWeapon_array; _Primary_Weapon_Magazines = getArray (configFile / "CfgWeapons" / _Primary_Weapon / "magazines"); _Spawn_Primary_Weapon_magazines = selectRandom _Primary_Weapon_Magazines; _unit_Crew addWeapon _Primary_Weapon; for "_i" from 1 to 3 do {_unit_Crew addItemToUniform _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 1 do {_unit_Crew addItemToUniform "FirstAidKit";}; for "_i" from 1 to 1 do {_unit_Crew addItemToUniform "LIB_Shg24";}; for "_i" from 1 to 2 do {_unit_Crew addItemToVest _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 2 do {_unit_Crew addItemToBackpack _Spawn_Primary_Weapon_magazines;}; _unit_Crew selectweapon primaryWeapon _unit_Crew; reload _unit_Crew; // add possibility if (floor (random 10) < 4) then {_unit_Crew linkItem "ItemMap";}; if (floor (random 10) < 4) then {_unit_Crew linkItem "LIB_GER_ItemCompass";}; if (floor (random 10) < 4) then {_unit_Crew linkItem "LIB_GER_ItemWatch";}; }; _Seats_Number_Cargo = _Seats_Number - _Seats_Number_Crew; for "_x" from 1 to _Seats_Number_Cargo do { _unit = _Group createunit [SP_Civilian_Array select floor(random count SP_Civilian_Array),_Pos_Spawn,[],0,"None"]; [_unit] JoinSilent _Group; _unit moveInAny _Spawned_Light_Vehicle; (leader _Group) setSkill 1; removeAllWeapons _Unit; removeAllItems _Unit; removeAllAssignedItems _Unit; removeVest _Unit; removeBackpack _Unit; removeGoggles _Unit; _Headgear = selectRandom SP_Civilian_Headgear_Array; _Goggles = selectRandom SP_Civilian_Goggles_Array; _Vests = selectRandom SP_Civilian_Vests_Array; _Backpacks = selectRandom SP_Civilian_Backpacks_Array; _Unit addHeadgear _Headgear; //_Unit addGoggles _Goggles; // add possibility if (floor (random 30) < 6) then {_Unit addGoggles _Goggles;}; if (floor (random 30) < 5) then {_Unit addVest _Vests;}; if (floor (random 30) < 15) then {_Unit addBackpack _Backpacks;}; _Primary_Weapon = selectRandom SP_Civilian_primaryWeapon_array; _secondaryWeapon = selectRandom SP_Civilian_secondaryWeapon_array; _handgunWeapon = selectRandom SP_Civilian_HandGunWeapon_array; _Primary_Weapon_Magazines = getArray (configFile / "CfgWeapons" / _Primary_Weapon / "magazines"); _Spawn_Primary_Weapon_magazines = selectRandom _Primary_Weapon_Magazines; _Unit addWeapon _Primary_Weapon; for "_i" from 1 to 3 do {_Unit addItemToUniform _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 1 do {_Unit addItemToUniform "FirstAidKit";}; for "_i" from 1 to 1 do {_Unit addItemToUniform "LIB_Shg24";}; for "_i" from 1 to 2 do {_Unit addItemToVest _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 2 do {_Unit addItemToBackpack _Spawn_Primary_Weapon_magazines;}; _Unit selectweapon primaryWeapon _Unit; reload _Unit; // add possibility if (floor (random 10) < 4) then {_Unit linkItem "ItemMap";}; if (floor (random 10) < 4) then {_Unit linkItem "LIB_GER_ItemCompass";}; if (floor (random 10) < 4) then {_Unit linkItem "LIB_GER_ItemWatch";}; }; [_Group_Crew, _Pos_1, 5000] call BIS_fnc_taskPatrol; [_Group, _Pos_1, 5000] call BIS_fnc_taskPatrol;
  16. Casio91Fin

    Spawn unit in each vehicle?

    It is perfect. Thank you 👌
  17. Casio91Fin

    Spawn unit in each vehicle?

    i don't use the top two because array creates units for vehicles. emptyPositions it was not good thing, because they was outside vehicles
  18. How could it be done so that the script would apply to the same type of vehicles? and only when the vehicle is spawning I'm too lazy to write to each vehicle the same piece of script. example: Hunter: clearItemCargo hunter; clearMagazineCargo hunter;' clearWeaponCargo hunter; hunter setVehicleAmmo 0; hunter setFuel 0.5; and so on......
  19. Casio91Fin

    custom vehicle script

    thank you i will test that 🤣 I tested this and didn't work at all old version of what i have. looks like this, but I always have to add the vehicle name here. while {true} do { //APCs APC_1 setObjectTextureGlobal [0, "\WW2\Assets_t\Vehicles\WheeledAPC_t\IF_SdKfz251\Hull_Feldgrau_co.paa"]; APC_1 forceFlagTexture "\WW2\Core_t\IF_Decals_t\German\flag_GER_co.paa"; clearMagazineCargo APC_1; clearWeaponCargo APC_1; clearItemCargo APC_1; }; This script is a good start to what I've been looking for
  20. Casio91Fin

    Convoy

    Hello How to create a waypoint for a vehicle that would be a random point and act as a loop. As long as the vehicle is alive. Must working on each map. The waypoint should not go into the water.
  21. Casio91Fin

    Convoy

    This is a bit unfinished, but somehow this is how it should go? _Pos_1 = SP_Mission_Pos; _Spawn_Height = 0.35; //The vehicle may be born underground _Group_Crew = createGroup SP_Missions_Enemy_Side; //Create vehicle _ConvoyVehicle_1 selectRandom SP_Convoy_Vehicle_Array; SP_Vehicle_1 createVehicle [_ConvoyVehicle_1, _Pos_1, [], 0, "None"]; SP_Vehicle_1 setPosATL [getPosATL SP_Vehicle_1 select 0, getPosATL SP_Vehicle_1 select 1, _Spawn_Height]; SP_Vehicle_1 engineOn true; _Seats_Number = [_ConvoyVehicle_1, true] call BIS_fnc_crewCount; _Seats_Number_Crew = [_ConvoyVehicle_1, false] call BIS_fnc_crewCount; for "_x" from 1 to _Seats_Number_Crew do { _Unit_Crew = _Group_Crew createUnit [SP_Civilian_Array select floor (random count SP_Civilian_Array), _Pos_Spawn, [], 0, "None"]; [_Unit_Crew] joinSilent _Group_Crew; _Unit_Crew moveInAny SP_Vehicle_1; (leader _Unit_Crew) setSkill 1; }; _Safe_WP_1 = [_Pos_1, 1, worldSize, 3, 0, 20, 0] call BIS_fnc_findSafePos; _RandomWaypoint = SP_Vehicle_1 getpos [_Safe_WP_1, random 360]; _WP1 = _Unit_Crew addWaypoint [(_RandomWaypoint), 0]; _WP1 setWaypointSpeed "NORMAL"; _WP1 setWaypointBehaviour "SAFE"; _WP1 setWaypointCombatMode "BLUE";
  22. Hey I have a question? How to make Town names appear if its task location is random? Use this base BIS_fnc_taskCreate
  23. Casio91Fin

    Random Town name in task

    I got to work in some way but it only gives coordinates 🤷‍♂️ I would only want the names of the cities here would be what i do, at least I try hard. TownName = nearestLocation [SP_Mission_Pos, "NameCity"]; _TaskTitle = format ["In here %1", _TownName]; _Mission_Pos = [[[_Pos_1, 75 + random 175]], ["water"]] call BIS_fnc_randomPos; [SP_AllPlayers, [localize "STR_CAS_Mission_Name_9", "Suomi Painaa Tehtävät"], [format [localize "STR_CAS_Mission_Text_9", _TownName] , localize "STR_CAS_Mission_Name_9", ""], _Mission_Pos, true, 1, true, "danger", true] call BIS_fnc_taskCreate; [localize "STR_CAS_Mission_Name_9", "ASSIGNED", true] spawn BIS_fnc_taskSetState; stringtable.xml Find and kill all the rebels. The rebels may also be in the houses. (%1)
  24. Casio91Fin

    Random Town name in task

    I found this https://community.bistudio.com/wiki/Location this was some help thanks https://community.bistudio.com/wiki/nearestLocation this is just an example: _townName = nearestLocation [_Pos, "NameCity"]; //nearestLocation [_Pos, "NameVillage"]; //_taskTitle = format ["Task at %1", _townName]; [west, ["task2"], ["Good luck finding this cookie", format ["Find the cookie at %1", _townName], "cookiemarker2"], objNull, 1, 3, true] call BIS_fnc_taskCreate; i think the problem came out how i will do this
  25. Casio91Fin

    GF Missions Script

    Poor to hear that "Arma 3" isn't the number one thing, but a suggestion on how to get minefields on missions? and of course a random number of mines. and that would be a good thing. if it were possible to create a new mission for mines e.g clear the area of mines (a small group of enemies at certain intervals attacks the players (As long as the mines are cleared) players need to be close to the task).
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