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Everything posted by stanhope

  1. stanhope


    Hi, welcome to this forum. Which server are you banned from? Because most servers aren't owned nor managed by Bohemia.
  2. stanhope

    Artillery Scripts

    This script takes 2 parameters, _arty, the actual artillery vehicle and _pos, the position it's meant to fire at. private _shotsFired = floor (random _amount); if (_shotsFired < 3) then { _shotsFired = 3; }; This part determines how many shots will be fired. It's going to be a random number between the maximum amount of shells the arty has and 3. The if statement is this lower limit of 3. These 2 lines create a smoke grenade 10 meters above the position the arty will be firing at (this is done by the first line) and in a radius of 10 meters around this position. Check the syntax out here: https://community.bistudio.com/wiki/createVehicle Not a radio call no, a function call. You can either make this a proper function or put this code into a variable and call it that way. In case you don't know how to do that: In initserver.sqf put the following: artyCode = { params ["_arty", "_pos"]; _arty setVehicleAmmo 1; private _amount = _arty ammo (currentWeapon _arty); private _shotsFired = floor (random _amount); if (_shotsFired < 3) then { _shotsFired = 3; }; private _ammo = (getArtilleryAmmo [_arty] select 0); private _smokePos = [_pos select 0, _pos select 1, ((_pos select 2) + 10)]; private _redSmoke = createVehicle ["SmokeShellRed", _smokePos, [], 10, "NONE"]; _arty commandArtilleryFire [_pos, _ammo, _shotsFired]; }; And whenever you want to target a given position with a given arty piece use: [_arty, _pos] spawn artyCode Be sure to either replace _arty and _pos with the right variables or to define them wherever you call it from.
  3. stanhope

    Artillery Scripts

    params ["_arty", "_pos"]; _arty setVehicleAmmo 1; private _amount = _arty ammo (currentWeapon _arty); private _shotsFired = floor (random _amount); if (_shotsFired < 3) then { _shotsFired = 3; }; private _ammo = (getArtilleryAmmo [_arty] select 0); private _smokePos = [_pos select 0, _pos select 1, ((_pos select 2) + 10)]; private _redSmoke = createVehicle ["SmokeShellRed", _smokePos, [], 10, "NONE"]; _arty commandArtilleryFire [_pos, _ammo, _shotsFired]; This is the code I use to call arty in (it also creates a red smoke grenade on the position it's going to fire), you can probably tweak it a bit.
  4. Arma server monitor discord bot I recently made a discord bot that is able to monitor arma server to check if they go down. Additionally it also allows user to check the amount of players on server etc. There are other noteworthy features that are mentioned bellow. In this post I'm providing the source code for this bot so you can host your own bot doing this. Features Support for an unlimited amount of arma and teamspeak servers Pings admins if one of those servers goes down The ability to turn those pings of for servers dynamically Logging for the number of players on those servers (can be turned on or off for every individual server) The ability to change how often the status of those servers should be checked The ability for users with certain roles to launch certain queries to those servers The ability for users with certain roles to execute admin level commands (change if a server will ping if it goes down, add/remove yourself from the list of users that will be pinged, ...) The ability to alter the config without having to restart the bot The ability to mute all down pings between 2 given hours (for scheduled restarts) The bot is restricted to 1 channel A timeout between pings for the same server being down Uses discord embeds Available commands Usage This is simply source code, this is not a bot you can add to your server. You need to create your own bot and host this code. To create a bot I suggest googling 'how to create a discord bot', at the time of writing there are several very good tutorials available. To host the code; download the source from the link provided bellow, open the readme and read through it carefully, edit the config.json in the \src\config directory (there is a configExplenation.txt available in the same directory with some extra explanation on what each value is/does) and finally start the bot up using the commands provided in the readme. Requirements This bot requires node.js and a discord bot License This work is licensed under Apache License 2.0, full license included on the gitlab. Download You can find and download releases here or view download the source code here. Bugs Please report bugs here or on the issue section of the above linked gitlab Planned features None at this time, feel free to make suggestions though (but I make no promises about putting them in, all I promise is that I'll try) Updates
  5. Released 2 more versions since my last reply here, full changelog and download link in the original post.
  6. Try createVehicle ["FIR_F16D", [8800,10200,300], [], 0, "FLY"] (untested)
  7. I believe that the difficulty of your server will be the difficulty you've got set on your client.
  8. stanhope

    Countermeasures Problem A-164

    Have you redownloaded the mods that are affected?
  9. stanhope

    Script for Grenadier Smoke Shells

    0 = [_this] spawn { params ["_unit"]; private _target = assignedTarget _unit; private _weapon = "rhs_weap_ak74m_gp25"; private _range = 200; while {alive _unit} do { if (!isNull _target && _unit distance _target < _range) then { if (currentWeapon _unit != _weapon) then { _unit selectWeapon "TODO: find the muzzle name of rhs_weap_ak74m_gp25 GL launcher"; sleep 2; }; _unit forceWeaponFire [_weapon,"hlc_GRD_Red"]; }; sleep 15 }; }; Untested, let me know if it works
  10. Added the requested feature and fixed some bugs, full changelog and download link in the original post.
  11. Could you list all the mods you're running?
  12. Have you launched your game fully vanilla and connected to a fully vanilla server?
  13. I'll add that when I get a chance, probably not this week
  14. stanhope

    steam arma 3 launcher problem

    The launcher is Bohemia's.
  15. stanhope

    Code question

    https://community.bistudio.com/wiki/splitString is what you're looking for. But I suggest using battleye for this instead of a script in your mission.
  16. I've pushed an update, changelog is in the original post and new version is available at the download link that is also in the original post.
  17. You mean the !help and !commands commands that are in there already or in my original post? Like a notification when it detects that the server is up? Or just the first time it detects it has gone up after it has gone down?
  18. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#HandleDisconnect Combine that with a deleteVehicle _unit;
  19. true as in the boolean true, not the string true. https://community.bistudio.com/wiki/setVariable
  20. Is the machine on which you're doing the servariable the same as the one you're doing the getvariable on? If not add "true" as a 3rd param to setVariable to make it global.
  21. Use a trigger or something to call https://community.bistudio.com/wiki/forceWeaponFire when the chopper is supposed to fire
  22. Go into your database and: https://www.w3schools.com/sql/sql_drop_table.asp Do that for all the tables you can find here: https://github.com/AsYetUntitled/Framework/blob/11408d61c33ef77391a70196957cd23677baacf4/altislife.sql Or alternately just do https://www.w3schools.com/sql/sql_drop_db.asp
  23. stanhope

    Difficulty Settings Ignored?

    Don't know but just put player allowDamage false; in the debug console and execute it, once you're past the difficult situation do player allowDamage true;
  24. That's always been the case afaik. Make a script that takes away the stuff a player shouldn't have when he closes the arsenal. Some code that might be useful: inGameUISetEventHandler ["Action", " if (_this # 4 == localize 'STR_A3_Arsenal') then { [] spawn { waitUntil {sleep 0.05; isNull (uiNamespace getVariable 'RSCDisplayArsenal')}; //call cleanupcode here }; }; false "];
  25. if (isNil "codeAlreadyRunning") then {codeAlreadyRunning = false;}; while {triggerActivated trigger_alarm && !codeAlreadyRunning} do { codeAlreadyRunning = true; speaker1 say3D ["alarm1", 250, 1, false]; speaker2 say3D ["alarm1", 250, 1, false]; speaker3 say3D ["alarm1", 250, 1, false]; speaker4 say3D ["alarm1", 250, 1, false]; speaker5 say3D ["alarm1", 250, 1, false]; sleep 14.284; //duration of the sound codeAlreadyRunning = false; }; Something like this should fix that, untested.